U.S. patent number 11,200,725 [Application Number 17/030,008] was granted by the patent office on 2021-12-14 for method for continued bounding volume hierarchy traversal on intersection without shader intervention.
This patent grant is currently assigned to NVIDIA Corporation. The grantee listed for this patent is NVIDIA Corporation. Invention is credited to Ronald Charles Babich, Jr., John Burgess, Tero Karras, Samuli Laine, Ignacio Llamas, Greg Muthler, William Parsons Newhall, Jr..
United States Patent |
11,200,725 |
Muthler , et al. |
December 14, 2021 |
Method for continued bounding volume hierarchy traversal on
intersection without shader intervention
Abstract
A hardware-based traversal coprocessor provides acceleration of
tree traversal operations searching for intersections between
primitives represented in a tree data structure and a ray. The
primitives may include opaque and alpha triangles used in
generating a virtual scene. The hardware-based traversal
coprocessor is configured to determine primitives intersected by
the ray, and return intersection information to a streaming
multiprocessor for further processing. The hardware-based traversal
coprocessor is configured to omit reporting of one or more
primitives the ray is determined to intersect. The omitted
primitives include primitives which are provably capable of being
omitted without a functional impact on visualizing the virtual
scene.
Inventors: |
Muthler; Greg (Chapel Hill,
NC), Karras; Tero (Uusimaa, FI), Laine; Samuli
(Uusimaa, FI), Newhall, Jr.; William Parsons
(Woodside, CA), Babich, Jr.; Ronald Charles (Murrysville,
PA), Burgess; John (Austin, TX), Llamas; Ignacio
(Palo Alto, CA) |
Applicant: |
Name |
City |
State |
Country |
Type |
NVIDIA Corporation |
Santa Clara |
CA |
US |
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Assignee: |
NVIDIA Corporation (Santa
Clara, CA)
|
Family
ID: |
69185996 |
Appl.
No.: |
17/030,008 |
Filed: |
September 23, 2020 |
Prior Publication Data
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Document
Identifier |
Publication Date |
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US 20210005010 A1 |
Jan 7, 2021 |
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Related U.S. Patent Documents
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Application
Number |
Filing Date |
Patent Number |
Issue Date |
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16749089 |
Jan 22, 2020 |
10825232 |
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16101066 |
Mar 3, 2020 |
10580196 |
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Current U.S.
Class: |
1/1 |
Current CPC
Class: |
G06T
15/06 (20130101) |
Current International
Class: |
G06T
15/06 (20110101) |
References Cited
[Referenced By]
U.S. Patent Documents
Other References
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.
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.
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.
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.
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.
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.
IEEE 754-2008 Standard for Floating-Point Arithmetic, Aug. 29,
2008, 70 pages. cited by applicant .
The Cg Tulorial, Chapter 7, "Environment Mapping Techniques,"
NVIDIA Corporation, 2003, 32 pages. cited by applicant .
Akenine-Moller, Tomas, et al., "Real-Time Rendering," Section
9.8.2, Third Edition CRC Press, 2008, p. 412. cited by applicant
.
Appel, Arthur, "Some techniques for shading machine renderings of
solids," AFIPS Conference Proceedings: 1968 Spring Joint Computer
Conference, 9 pages. cited by applicant .
Foley, James D., et al., "Computer Graphics: Principles and
Practice," 2nd Edition Addison-Wesley 1996 and 3rd Edition
Addison-Wesley 2014. cited by applicant .
Glassner, Andrew, "An Introduction to Ray Tracing," Morgan
Kaufmann, 1989. cited by applicant .
Hall, Daniel, "Advanced Rendering Technology," Graphics Hardware
2001, 7 pages. cited by applicant .
Hery, Christophe, et al., "Towards Bidirectional Path Tracing at
Pixar," 2016, 20 pages. cited by applicant .
Kajiya, James T., "The Rendering Equation," SIGGRAPH, vol. 20, No.
4, 1986, pp. 143-150. cited by applicant .
Nery, Alexandre S., et al., "Two Alternative Parallel
Implementations for Ray Tracing: OpenMP and MPI," Asociacion
Argentina de Mecanica Computacional, vol. XXIX, 2010, pp.
6295-6302. cited by applicant .
Parker, Steven G., et al., "Optix: A General Purpose Ray Tracing
Engine," ACM Transactions on Graphics, vol. 29, Issue 4, Article
No. 66, Jul. 2010, 13 pages. cited by applicant .
Whitted, Turner, "An Improved Illumination Model for Shaded
Display," Communications of the ACM, vol. 23, No. 6, Jun. 1990, pp.
343-349. cited by applicant .
Woop, Sven, "A Ray Tracing Hardware Architecture for Dynamic
Scenes," Thesis, Universitat des Saarlandes, 2004, 100 pages. cited
by applicant .
Woop, Sven, et al., "RPU: A Programmable Ray Processing Unit for
Realtime Ray Tracing," ACM Transactions on Graphics, Jul. 2005, 11
pages. cited by applicant.
|
Primary Examiner: Hoang; Phi
Attorney, Agent or Firm: Nixon & Vanderhye, P.C.
Parent Case Text
This application is a continuation of U.S. application Ser. No.
16/749,089 filed Jan. 22, 2020, which is a continuation of U.S.
application Ser. No. 16/101,066 filed Aug. 10, 2018, each of which
is hereby incorporated by reference.
CROSS-REFERENCE TO RELATED PATENTS AND APPLICATIONS
This application is related to the following commonly-assigned US
patents and patent applications, the entire contents of each of
which are incorporated by reference: U.S. application Ser. No.
14/563,872 titled "Short Stack Traversal of Tree Data Structures"
filed Dec. 8, 2014; U.S. Pat. No. 9,582,607 titled "Block-Based
Bounding Volume Hierarchy"; U.S. Pat. No. 9,552,664 titled
"Relative Encoding For A Block-Based Bounding Volume Hierarchy" as;
U.S. Pat. No. 9,569,559 titled "Beam Tracing" filed Mar. 18, 2015;
U.S. Pat. No. 10,025,879 titled "Tree Data Structures Based on a
Plurality of Local Coordinate Systems"; U.S. application Ser. No.
14/737,343 titled "Block-Based Lossless Compression of Geometric
Data" filed Jun. 11, 2015; and the following US Applications filed
concurrently herewith: U.S. patent application Ser. No. 16/101,109
titled "Method for Efficient Grouping of Cache Requests for
Datapath Scheduling" filed Aug. 10, 2018; U.S. patent application
Ser. No. 16/101,247 titled "A Robust, Efficient
Multiprocessor-Coprocessor Interface" filed Aug. 10, 2018; U.S.
patent application Ser. No. 16/101,180 titled "Query-Specific
Behavioral Modification of Tree Traversal" filed Aug. 10, 2018;
U.S. patent application Ser. No. 16/101,148 titled "Watertight Ray
Triangle Intersection" filed Aug. 10, 2018; U.S. patent application
Ser. No. 16/101,196 titled "Method for Handling Out-of-Order Opaque
and Alpha Ray/Primitive Intersections" filed Aug. 10, 2018; and
U.S. patent application Ser. No. 16/101,232 titled "Method for
Forward Progress and Programmable Timeouts of Tree Traversal
Mechanisms in Hardware" filed Aug. 10, 2018.
Claims
The invention claimed is:
1. Spatial data structure traversal hardware configured to perform
operations comprising: receive a query identifying a ray including
a ray origin; retrieve spatial portions of a spatial data structure
from a memory; test spatial correlation between the identified ray
and the retrieved spatial portions of the spatial data structure;
and report only test results that are parametrically closer to the
ray origin than other results.
2. The spatial data structure traversal hardware of claim 1,
wherein the test results are reported mid-traversal of the
retrieved spatial portions.
3. The spatial data structure traversal hardware of claim 1,
wherein the spatial data structure includes opaque primitives and
alpha primitives and the test results omitted from being reported
include intersection information for at least one alpha primitive
determined to be intersected by the identified ray and at least one
opaque primitive determined to be intersected by the identified
ray.
4. The spatial data structure traversal hardware of claim 1,
wherein the spatial data structure includes opaque primitives and
alpha primitives and the reported test results include information
for an opaque primitive determined to be intersected by the
identified ray and a plurality of alpha primitives determined to be
intersected by the identified ray.
5. The spatial data structure traversal hardware of claim 4,
wherein the test results are reported upon a preset number of alpha
primitives being determined to be intersected by the identified
ray.
6. A hardware-based traversal coprocessor configured to perform
operations comprising: receive, from a processor, a query
identifying (a) a ray including a ray origin, and (b) a spatial
data structure; retrieve spatial portions of the spatial data
structure from a memory; use bounding volumes to test whether the
identified ray intersects retrieved spatial portions of the spatial
data structure; retrieve, from the memory, primitives contained
within intersected bounding volumes; test whether the identified
ray intersects the retrieved primitives; store results of the
intersection test in a result queue; and report only stored
intersection results to the processor for intersected primitives
that are parametrically closer to the ray origin than other
intersected primitives.
7. The hardware-based traversal coprocessor of claim 6, wherein the
retrieved primitives include one or more alpha primitives and one
or more opaque primitives, and the result queue is configured to
simultaneously store intersection results for a single opaque
primitive and a single alpha primitive.
8. The hardware-based traversal coprocessor of claim 6, wherein the
retrieved primitives include one or more alpha primitives and one
or more opaque primitives, and the result queue is configured to
simultaneously store intersection results for a single opaque
primitive and a plurality of alpha primitives.
9. The hardware-based traversal coprocessor of claim 6, wherein the
intersection results stored in the result queue are transmitted
mid-traversal of the spatial data structure.
10. The hardware-based traversal coprocessor of claim 6, wherein
the intersection results stored in the result queue are transmitted
upon query completion.
11. The hardware-based traversal coprocessor of claim 6, wherein
intersection results omitted from being reported include
intersection information for at least one alpha primitive
determined to be intersected by the ray and at least one opaque
primitive determined to be intersected by the ray.
12. The hardware-based traversal coprocessor of claim 6, wherein
the retrieved primitives include opaque primitives and alpha
primitives, and the stored intersection results in the result queue
include intersection information for an opaque primitive determined
to be intersected by the ray and a plurality of alpha primitives
determined to be intersected by the ray, and the intersection
results stored in the result queue are transmitted upon
intersection information for a preset number of alpha primitives
being stored in the result queue.
13. A method implemented by a hardware-based traversal coprocessor
coupled to a processor, the method comprising: receiving, from the
processor, a query identifying (a) a ray including a ray origin,
and (b) a spatial data structure; retrieving spatial portions of
the spatial data structure from a memory; using bounding volumes to
test whether the identified ray intersects retrieved spatial
portions of the spatial data structure; retrieving, from the
memory, primitives contained within intersected bounding volumes;
testing whether the identified ray intersects the retrieved
primitives; storing results of the intersection test in a result
queue; and reporting only stored intersection results to the
processor for intersected primitives that are parametrically closer
to the ray origin than other intersected primitives.
14. The method of claim 13, wherein the retrieved primitives
include one or more alpha primitives and one or more opaque
primitives, and the stored intersection results include
intersection information for a single opaque primitive and a single
alpha primitive is simultaneously stored in the results queue.
15. The method of claim 13, wherein the retrieved primitives
include one or more alpha primitives and one or more opaque
primitives, and the stored intersection results include
intersection information for a single opaque primitive and a
plurality of alpha primitive is simultaneously stored in the
results queue.
16. The method of claim 13, wherein the intersection results stored
in the result queue are transmitted mid-traversal of the spatial
data structure.
17. The method of claim 13, wherein the intersection results stored
in the result queue are transmitted upon query completion.
18. The method of claim 13, wherein intersection results omitted
from being reported include intersection results for at least one
alpha primitive determined to be intersected by the ray and at
least one opaque primitive determined to be intersected by the
ray.
19. The method of claim 13, wherein the retrieved primitives
include opaque primitives and alpha primitives, and the stored
intersection results in the result queue includes intersection
information for an opaque primitive determined to be intersected by
the ray and a plurality of alpha primitives determined to be
intersected by the ray, and the intersection results stored in the
result queue are transmitted upon intersection information for a
preset number of alpha primitives being stored in the result
queue.
20. A hardware-based traversal coprocessor configured to: receive,
from a processor, a query including information about a ray and
information about at least a portion of an acceleration data
structure including a plurality of hierarchical nodes, at least one
of said nodes identifying a plurality of primitives of a virtual
scene; and in response to receiving the query, determine whether
the ray intersects each of a plurality of primitives without
modifying the ray and report to the processor intersection by the
ray of one or more of the primitives the ray is determined to
intersect while omitting to report to the processor at least one of
the primitives the ray is determined to intersect.
21. The hardware-based traversal coprocessor of claim 20, wherein
the information about the ray includes a length of the ray, and the
plurality of intersected primitives are determined without
shortening the length of the ray.
22. The hardware-based traversal coprocessor of claim 20, wherein
the plurality of intersected primitives includes one or more alpha
primitives and one or more opaque primitives, and at least one of
the opaque primitives determined to be intersected by the ray is
not reported to the processor.
23. The hardware-based traversal coprocessor of claim 20, wherein
the at least one intersected primitive that is omitted from being
reported is parametrically further away from an origin of the ray
than at least one of the one or more reported intersected
primitives.
24. The hardware-based traversal coprocessor of claim 20, wherein
the plurality of intersected primitives includes one or more alpha
primitives and one or more opaque primitives, and the at least one
intersected primitive that is omitted from being reported includes
at least one opaque primitive and at least one alpha primitive.
25. The hardware-based traversal coprocessor of claim 20, wherein
the plurality of primitives includes opaque primitives and alpha
primitives, and the one or more reported intersected primitives
include at least one alpha primitive and at least one opaque
primitive determined to be intersected by the ray.
26. The hardware-based traversal coprocessor of claim 20, wherein
the plurality of primitives includes opaque primitives and alpha
primitives, each of alpha primitives intersected by the ray is
reported, a single opaque primitive intersected by the ray is
reported, and the at least one intersected primitive that is
omitted from being reported includes opaque primitives.
27. The hardware-based traversal coprocessor of claim 20, wherein
the at least one intersected primitive that is omitted from being
reported is a primitive of the plurality of primitives that will
not affect visualization of the virtual scene.
Description
FIELD
The present technology relates to computer graphics, and more
particularly to ray tracers. More particularly, the technology
relates to hardware acceleration of computer graphics processing
including but not limited to ray tracing. Still more particularly,
the example non-limiting technology herein relates to a
hardware-based traversal coprocessor that efficiently traverses an
acceleration data structure e.g., for real time ray tracing. In
still more detail, the technology herein provides an improved
hardware-based traversal coprocessor that accelerates traversal of
a data structure by omitting reporting of one or more primitives
the ray is determined to intersect. The omitted one or more
primitives may include primitives which are provably capable of
being omitted without a functional impact on visualizing the
virtual scene.
BACKGROUND & SUMMARY
If you look around the visual scene before you, you will notice
that some of the most interesting visual effects you see are
produced by light rays interacting with surfaces. This is because
light is the only thing we see. We don't see objects--we see the
light that is reflected or refracted by the objects. Most of the
objects we can see reflect light (the color of an object is
determined by which parts of light the object reflects and which
parts it absorbs). Shiny surfaces such as metallic surfaces, glossy
surfaces, ceramics, the surfaces of liquids and a variety of others
(even the corneas of the human eyes) act as mirrors that specularly
reflect light. For example, a shiny metal surface will reflect
light at the same angle as it hit the surface. An object can also
cast shadows by preventing light from reaching other surfaces that
are behind the object relative to a light source. If you look
around, you will notice that the number and kinds of reflections
and the number, kinds and lengths of shadows depend on many factors
including the number and type of lights in the scene. A single
point light such as a single faraway light bulb will produce single
reflections and hard shadows. Area light sources such as windows or
light panels produce different kinds of reflection highlights and
softer shadows. Multiple lights will typically produce multiple
reflections and more complex shadows (for example, three separated
point light sources will produce three shadows which may overlap
depending on the positions of the lights relative to an
object).
If you move your head as you survey the scene, you will notice that
the reflections change in position and shape (the shadows do the
same). By changing your viewpoint, you are changing the various
angles of the light rays your eyes detect. This occurs
instantaneously--you move your head and the visual scene changes
immediately.
The simple act of drinking a cup of tea is a complex visual
experience. The various shiny surfaces of the glossy ceramic cup on
the table before you reflect each light in the room, and the cup
casts a shadow for each light. The moving surface of the tea in the
cup is itself reflective. You can see small reflected images of the
lights on the tea's surface, and even smaller reflections on the
part of the tea's surface where the liquid curves up to meet the
walls of the cup. The cup walls also cast shadows onto the surface
of the liquid in the cup. Lifting the cup to your mouth causes
these reflections and shadows to shift and shimmer as your
viewpoint changes and as the surface of the liquid is agitated by
movement.
We take these complexities of reflections and shadows for granted.
Our brains are adept at decoding the positions, sizes and shapes of
shadows and reflections and using them as visual cues. This is in
part how we discern the position of objects relative to one
another, how we distinguish one object from another and how we
learn what objects are made of. Different object surfaces reflect
differently. Specular (mirror type) reflection of hard metal
creates images of reflected objects, while diffuse reflection off
of rough surfaces is responsible for color and lights up objects in
a softer way. Shadows can be soft and diffuse or hard and distinct
depending on the type of lighting, and the lengths and directions
of the shadows will depend on the angle of the light rays relative
to the object and our eyes.
Beginning artists typically don't try to show reflection or
shadows. They tend to draw flat scenes that have no shadows and no
reflections or highlights. The same was true with computer graphics
of the past.
Real time computer graphics have advanced tremendously over the
last 30 years. With the development in the 1980's of powerful
graphics processing units (GPUs) providing 3D hardware graphics
pipelines, it became possible to produce 3D graphical displays
based on texture-mapped polygon primitives in real time response to
user input. Such real time graphics processors were built upon a
technology called scan conversion rasterization, which is a means
of determining visibility from a single point or perspective. Using
this approach, three-dimensional objects are modelled from surfaces
constructed of geometric primitives, typically polygons such as
triangles. The scan conversion process establishes and projects
primitive polygon vertices onto a view plane and fills in the
points inside the edges of the primitives. See e.g., Foley, Van
Dam, Hughes et al, Computer Graphics: Principles and Practice (2d
Ed. Addison-Wesley 1995 & 3d Ed. Addison-Wesley 2014).
Hardware has long been used to determine how each polygon surface
should be shaded and texture-mapped and to rasterize the shaded,
texture-mapped polygon surfaces for display. Typical
three-dimensional scenes are often constructed from millions of
polygons. Fast modern GPU hardware can efficiently process many
millions of graphics primitives for each display frame (every
1/30.sup.th or 1/60.sup.th of a second) in real time response to
user input. The resulting graphical displays have been used in a
variety of real time graphical user interfaces including but not
limited to augmented reality, virtual reality, video games and
medical imaging. But traditionally, such interactive graphics
hardware has not been able to accurately model and portray
reflections and shadows.
Some have built other technologies onto this basic scan conversion
rasterization approach to allow real time graphics systems to
accomplish a certain amount of realism in rendering shadows and
reflections. For example, texture mapping has sometimes been used
to simulate reflections and shadows in a 3D scene. One way this is
commonly done is to transform, project and rasterize objects from
different perspectives, write the rasterized results into texture
maps, and sample the texture maps to provide reflection mapping,
environment mapping and shadowing. While these techniques have
proven to be useful and moderately successful, they do not work
well in all situations. For example, so-called "environment
mapping" may often require assuming the environment is infinitely
distant from the object. In addition, an environment-mapped object
may typically be unable to reflect itself. See e.g.,
http://developer.download.nvidia.com/CgTutorial/cg tutorial
chapter07.html. These limitations result because conventional
computer graphics hardware--while sufficiently fast for excellent
polygon rendering--does not perform the light visualization needed
for accurate and realistic reflections and shadows. Some have
likened raster/texture approximations of reflections and shadows as
the visual equivalent of AM radio.
There is another graphics technology which does perform physically
realistic visibility determinations for reflection and shadowing.
It is called "ray tracing". Ray tracing was developed at the end of
the 1960's and was improved upon in the 1980's. See e.g., Apple,
"Some Techniques for Shading Machine Renderings of Solids" (SJCC
1968) pp. 27-45; Whitted, "An Improved Illumination Model for
Shaded Display" Pages 343-349 Communications of the ACM Volume 23
Issue 6 (June 1980); and Kajiya, "The Rendering Equation", Computer
Graphics (SIGGRAPH 1986 Proceedings, Vol. 20, pp. 143-150). Since
then, ray tracing has been used in non-real time graphics
applications such as design and film making. Anyone who has seen
"Finding Dory" (2016) or other Pixar animated films has seen the
result of the ray tracing approach to computer graphics--namely
realistic shadows and reflections. See e.g., Hery et al, "Towards
Bidirectional Path Tracing at Pixar" (2016).
Ray tracing is a primitive used in a variety of rendering
algorithms including for example path tracing and Metropolis light
transport. In an example algorithm, ray tracing simulates the
physics of light by modeling light transport through the scene to
compute all global effects (including for example reflections from
shiny surfaces) using ray optics. In such uses of ray tracing, an
attempt may be made to trace each of many hundreds or thousands of
light rays as they travel through the three-dimensional scene from
potentially multiple light sources to the viewpoint. Often, such
rays are traced relative to the eye through the scene and tested
against a database of all geometry in the scene. The rays can be
traced forward from lights to the eye, or backwards from the eye to
the lights, or they can be traced to see if paths starting from the
virtual camera and starting at the eye have a clear line of sight.
The testing determines either the nearest intersection (in order to
determine what is visible from the eye) or traces rays from the
surface of an object toward a light source to determine if there is
anything intervening that would block the transmission of light to
that point in space. Because the rays are similar to the rays of
light in reality, they make available a number of realistic effects
that are not possible using the raster based real time 3D graphics
technology that has been implemented over the last thirty years.
Because each illuminating ray from each light source within the
scene is evaluated as it passes through each object in the scene,
the resulting images can appear as if they were photographed in
reality. Accordingly, these ray tracing methods have long been used
in professional graphics applications such as design and film,
where they have come to dominate over raster-based rendering.
The main challenge with ray tracing has generally been speed. Ray
tracing requires the graphics system to compute and analyze, for
each frame, each of many millions of light rays impinging on (and
potentially reflected by) each surface making up the scene. In the
past, this enormous amount of computation complexity was impossible
to perform in real time.
One reason modern GPU 3D graphics pipelines are so fast at
rendering shaded, texture-mapped surfaces is that they use
coherence efficiently. In conventional scan conversion, everything
is assumed to be viewed through a common window in a common image
plane and projected down to a single vantage point. Each triangle
or other primitive is sent through the graphics pipeline and covers
some number of pixels. All related computations can be shared for
all pixels rendered from that triangle. Rectangular tiles of pixels
corresponding to coherent lines of sight passing through the window
may thus correspond to groups of threads running in lock-step in
the same streaming processor. All the pixels falling between the
edges of the triangle are assumed to be the same material running
the same shader and fetching adjacent groups of texels from the
same textures. In ray tracing, in contrast, rays may start or end
at a common point (a light source, or a virtual camera lens) but as
they propagate through the scene and interact with different
materials, they quickly diverge. For example, each ray performs a
search to find the closest object. Some caching and sharing of
results can be performed, but because each ray potentially can hit
different objects, the kind of coherence that GPU's have
traditionally taken advantage of in connection with texture mapped,
shaded triangles is not present (e.g., a common vantage point,
window and image plane are not there for ray tracing). This makes
ray tracing much more computationally challenging than other
graphics approaches--and therefore much more difficult to perform
on an interactive basis.
Much research has been done on making the process of tracing rays
more efficient and timely. See e.g., Glassner, An Introduction to
Ray Tracing (Academic Press Inc., 1989). Because each ray in ray
tracing is, by its nature, evaluated independently from the rest,
ray tracing has been called "embarrassingly parallel." See e.g.,
Akenine-Moller et al., Real Time Rendering at Section 9.8.2, page
412 (Third Ed. CRC Press 2008). As discussed above, ray tracing
involves effectively testing each ray against all objects and
surfaces in the scene. An optimization called "acceleration data
structure" and associated processes allows the graphics system to
use a "divide-and-conquer" approach across the acceleration data
structure to establish what surfaces the ray hits and what surfaces
the ray does not hit. Each ray traverses the acceleration data
structure in an individualistic way. This means that dedicating
more processors to ray tracing gives a nearly linear performance
increase. With increasing parallelism of graphics processing
systems, some began envisioning the possibility that ray tracing
could be performed in real time. For example, work at Saarland
University in the mid-2000's produced an early special purpose
hardware system for interactive ray tracing that provided some
degree of programmability for using geometry, vertex and lighting
shaders. See Woop et al., "RPU: A Programmable Ray Processing Unit
for Real Time Ray Tracing" (ACM 2005). As another example, Advanced
Rendering Technology developed "RenderDrive" based on an array of
AR250/350 rendering processors derived from ARM1 and enhanced with
custom pipelines for ray/triangle intersection and SIMD vector and
texture math but with no fixed-function traversal logic. See e.g.,
http://www.graphicshardware.org/previous/www_2001/presentations/Hot3D_Dan-
iel_Hall.pdf
Then, in 2010, NVIDIA took advantage of the high degree of
parallelism of NVIDIA GPUs and other highly parallel architectures
to develop the OptiX.TM. ray tracing engine. See Parker et al.,
"OptiX: A General Purpose Ray Tracing Engine" (ACM Transactions on
Graphics, Vol. 29, No. 4, Article 66, July 2010). In addition to
improvements in API's (application programming interfaces), one of
the advances provided by OptiX.TM. was improving the acceleration
data structures used for finding an intersection between a ray and
the scene geometry. Such acceleration data structures are usually
spatial or object hierarchies used by the ray tracing traversal
algorithm to efficiently search for primitives that potentially
intersect a given ray. OptiX.TM. provides a number of different
acceleration structure types that the application can choose from.
Each acceleration structure in the node graph can be a different
type, allowing combinations of high-quality static structures with
dynamically updated ones.
The OptiX.TM. programmable ray tracing pipeline provided
significant advances, but was still generally unable by itself to
provide real time interactive response to user input on relatively
inexpensive computing platforms for complex 3D scenes. Since then,
NVIDIA has been developing hardware acceleration capabilities for
ray tracing. See e.g., U.S. Pat. Nos. 9,582,607; 9,569,559;
US20160070820; and US20160070767.
Given the great potential of a truly interactive real time ray
tracing graphics processing system for rendering high quality
images of arbitrary complexity in response for example to user
input, further work is possible and desirable.
BRIEF DESCRIPTION OF THE DRAWINGS
FIG. 1 illustrates an example non-limiting ray tracing graphics
system.
FIG. 2A shows an example specular object.
FIG. 2B shows the example object within a bounding volume.
FIG. 2C shows an example volumetric subdividing of the FIG. 2B
bounding volume.
FIGS. 2D, 2E and 2F show example further levels of volumetric
subdivision of the bounding volume to create a bounding volume
hierarchy (BVH).
FIG. 2G shows an example portion of the object comprised of
primitive surfaces, in this case triangles.
FIGS. 3A-3C show example simplified ray tracing tests to determine
whether the ray passes through a bounding volume containing
geometry and whether the ray intersects geometry.
FIG. 4 illustrates an example ray tracing flowchart.
FIGS. 5A-5C show example different ray-primitive intersection
scenarios.
FIGS. 6A and 6B show an example of how texture mapping can impact
ray-primitive intersection results.
FIGS. 7A and 7B illustrate ray instance transforms.
FIG. 8A illustrates an example non-limiting bounding volume
hierarchy (BVH).
FIG. 8B shows an example acceleration data structure in the form of
a graph or tree.
FIG. 9 shows a simplified example non-limiting traversal
co-processor comprising a tree traversal unit (TTU).
FIG. 10A illustrates an example non-limiting ray tracing shading
pipeline flowchart.
FIGS. 10B and 10C illustrate more detailed ray tracing
pipelines.
FIG. 11 illustrates an example non-limiting method for accelerated
ray-primitives intersection test.
FIG. 12 illustrates a result queue according to an exemplary
embodiment.
FIG. 13 illustrates a flowchart of an example non-limiting method
for accelerated ray-triangle intersection test.
FIG. 14 illustrates an example flowchart for generating an
image.
FIG. 15 illustrates an example parallel processing unit (PPU).
FIG. 16 illustrates an example memory partition unit.
FIG. 17 illustrates an example general processing cluster (GPC)
within the parallel processing unit of FIG. 15.
FIG. 18 is a conceptual diagram of a graphics processing pipeline
implemented by the GPC of FIG. 17.
FIGS. 19 and 20 illustrate an example streaming
multi-processor.
FIG. 21 is a conceptual diagram of a processing system implemented
using PPUs of FIG. 15.
FIG. 22 expands FIG. 21 to show additional interconnected
devices.
DETAILED DESCRIPTION OF NON-LIMITING EMBODIMENTS
The technology herein provides hardware capabilities that
accelerate ray tracing to such an extent that it brings the power
of ray tracing to games and other interactive real time computer
graphics, initially enabling high effect quality in shadows and
reflections and ultimately global illumination. In practice, this
means accelerating ray tracing by a factor of up to an order of
magnitude or more over what would be possible in software on the
same graphics rendering system.
In more detail, the example non-limiting technology provides
dedicated hardware to accelerate ray tracing. In non-limiting
embodiments, a hardware co-processor (herein referred to as a
"traversal coprocessor" or in some embodiments a "tree traversal
unit" or "TTU") accelerates certain processes supporting
interactive ray tracing including ray-bounding volume intersection
tests, ray-primitive intersection tests and ray "instance"
transforms.
In some non-limiting embodiments, the traversal co-processor
performs queries on an acceleration data structure for processes
running on potentially massively-parallel streaming multiprocessors
(SMs). The traversal co-processor traverses the acceleration data
structure to discover information about how a given ray interacts
with an object the acceleration data structure describes or
represents. For ray tracing, the traversal coprocessors are
callable as opposed to e.g., fixed function units that perform an
operation once between logical pipeline stages running different
types of threads (e.g., vertex threads and pixel threads).
In some non-limiting embodiments, the acceleration data structure
comprises a hierarchy of bounding volumes (bounding volume
hierarchy or BVH) that recursively encapsulates smaller and smaller
bounding volume subdivisions. The largest volumetric bounding
volume may be termed a "root node." The smallest subdivisions of
such hierarchy of bounding volumes ("leaf nodes") contain items.
The items could be primitives (e.g., polygons such as triangles)
that define surfaces of the object. Or, an item could be a sphere
that contains a whole new level of the world that exists as an item
because it has not been added to the BVH (think of the collar charm
on the cat from "Men in Black" which contained an entire miniature
galaxy inside of it). If the item comprises primitives, the
traversal co-processor tests rays against the primitives to
determine which object surfaces the rays intersect and which object
surfaces are visible along the ray.
The traversal co-processor performs a test of each ray against a
wide range of bounding volumes, and can cull any bounding volumes
that don't intersect with that ray. Starting at a root node that
bounds everything in the scene, the traversal co-processor tests
each ray against smaller (potentially overlapping) child bounding
volumes which in turn bound the descendent branches of the BVH. The
ray follows the child pointers for the bounding volumes the ray
hits to other nodes until the leaves or terminal nodes (volumes) of
the BVH are reached. Once the traversal co-processor traverses the
acceleration data structure to reach a terminal or "leaf" node that
contains a geometric primitive, it performs an accelerated
ray-primitive intersection test that determines whether the ray
intersects that primitive (and thus the object surface that
primitive defines). The ray-primitive test can provide additional
information about primitives the ray intersects that can be used to
determine the material properties of the surface required for
shading and visualization. Recursive traversal through the
acceleration data structure enables the traversal co-processor to
discover all object primitives the ray intersects, or the closest
(from the perspective of the viewpoint) primitive the ray
intersects (which in some cases is the only primitive that is
visible from the viewpoint along the ray).
The traversal co-processor also accelerates the transform of each
ray from world space into object space to obtain finer and finer
bounding box encapsulations of the primitives and reduce the
duplication of those primitives across the scene. Objects
replicated many times in the scene at different positions,
orientations and scales can be represented in the scene as instance
nodes which associate a bounding box and leaf node in the world
space BVH with a transformation that can be applied to the
world-space ray to transform it into an object coordinate space,
and a pointer to an object-space BVH. This avoids replicating the
object space BVH data multiple times in world space, saving memory
and associated memory accesses. The instance transform increases
efficiency by transforming the ray into object space instead of
requiring the geometry or the bounding volume hierarchy to be
transformed into world (ray) space and is also compatible with
additional, conventional rasterization processes that graphics
processing performs to visualize the primitives.
The presently disclosed non-limiting embodiments thus provide a
traversal co-processor, a new subunit of one or a group of
streaming multiprocessor SMs of a 3D graphics processing pipeline.
In order to understand where the traversal co-processor fits in the
overall picture, it may be helpful to understand a few fundamentals
of the algorithm employed by most or all modern ray tracers. But it
should be pointed out that the technology herein provides a generic
capability to determine, for a thread running in a GPU, what the
nearest visible thing is from a given point along a specified
direction, or if anything lies between two points. A common use
case for such capability will be in processes that start tracing
rays from points that have already been rasterized on triangles
using conventional scan conversion techniques. The disclosed
technology can but does not necessarily replace or substitute for
scan conversion technology, and may often augment it and be used in
conjunction with scan conversion techniques to enhance images with
photorealistic reflections, shadows and other effects.
Ray Tracing Techniques
Generally, ray tracing is a rendering method in which rays are used
to determine the visibility of various elements in the scene. Ray
tracing can be used to determine if anything is visible along a ray
(for example, testing for occluders between a shaded point on a
geometric primitive and a point on a light source) and can also be
used to evaluate reflections (which may for example involve
performing a traversal to determine the nearest visible surface
along a line of sight so that software running on a streaming
processor can evaluate a material shading function corresponding to
what was hit--which in turn can launch one or more additional rays
into the scene according to the material properties of the object
that was intersected) to determine the light returning along the
ray back toward the eye. In classical Whitted-style ray tracing,
rays are shot from the viewpoint through the pixel grid into the
scene, but other path traversals are possible. Typically, for each
ray, the closest object is found. This intersection point can then
be determined to be illuminated or in shadow by shooting a ray from
it to each light source in the scene and finding if any objects are
in between. Opaque objects block the light, whereas transparent
objects attenuate it. Other rays can be spawned from an
intersection point. For example, if the intersecting surface is
shiny or specular, rays are generated in the reflection direction.
The ray may accept the color of the first object intersected, which
in turn has its intersection point tested for shadows. This
reflection process is recursively repeated until a recursion limit
is reached or the potential contribution of subsequent bounces
falls below a threshold. Rays can also be generated in the
direction of refraction for transparent solid objects, and again
recursively evaluated. See Akenine-Moller et al., cited above. Ray
tracing technology thus allows a graphics system to develop
physically correct reflections and shadows that are not subject to
the limitations and artifacts of scan conversion techniques.
Traversal Coprocessor
The basic task the traversal coprocessor performs is to test a ray
against all primitives (commonly triangles in one embodiment) in
the scene and report either the closest hit (according to distance
measured along the ray) or simply the first (not necessarily
closest) hit encountered, depending upon use case. The naive
algorithm would be an O(n) brute-force search. By pre-processing
the scene geometry and building a suitable acceleration data
structure in advance, however, it is possible to reduce the
average-case complexity to O(log n). In ray tracing, the time for
finding the closest (or for shadows, any) intersection for a ray is
typically order O(log n) for n objects when an acceleration data
structure is used. For example, bounding volume hierarchies (BVHs)
of the type commonly used for modern ray tracing acceleration data
structures typically have an O(log n) search behavior.
Bounding Volume Hierarchies
The acceleration data structure most commonly used by modern ray
tracers is a bounding volume hierarchy (BVH) comprising nested
axis-aligned bounding boxes (AABBs). The leaf nodes of the BVH
contain the primitives (e.g., triangles) to be tested for
intersection. The BVH is most often represented by a graph or tree
structure data representation. In such instances, the traversal
coprocessor may be called a "tree traversal unit" or "TTU".
Given a BVH, ray tracing amounts to a tree search where each node
in the tree visited by the ray has a bounding volume for each
descendent branch or leaf, and the ray only visits the descendent
branches or leaves whose corresponding bound volume it intersects.
In this way, only a small number of primitives must be explicitly
tested for intersection, namely those that reside in leaf nodes
intersected by the ray. In the example non-limiting embodiments,
the traversal coprocessor accelerates both tree traversal
(including the ray-volume tests) and ray-primitive tests. As part
of traversal, the traversal coprocessor can also handle "instance
transforms"--transforming a ray from world-space coordinates into
the coordinate system of an instanced mesh (object space) e.g., in
order to avoid the computational complexity of transforming the
primitive vertices into world space. It can do so in a MIMD
(multiple-instruction, multiple data) fashion, meaning that the
rays are handled independently once inside the traversal
coprocessor.
Example Non-Limiting Real Time Interactive Ray Tracing System
FIG. 1 illustrates an example real time ray interactive tracing
graphics system 100 for generating images using three dimensional
(3D) data of a scene or object(s). System 100 includes an input
device 110, a processor(s) 120, a graphics processing unit(s)
(GPU(s)) 130, memory 140, and a display(s) 150. The system shown in
FIG. 1 can take on any form factor including but not limited to a
personal computer, a smart phone or other smart device, a video
game system, a wearable virtual or augmented reality system, a
cloud-based computing system, a vehicle-mounted graphics system, a
system-on-a-chip (SoC), etc.
The processor 120 may be a multicore central processing unit (CPU)
operable to execute an application in real time interactive
response to input device 110, the output of which includes images
for display on display 150. Display 150 may be any kind of display
such as a stationary display, a head mounted display such as
display glasses or goggles, other types of wearable displays, a
handheld display, a vehicle mounted display, etc. For example, the
processor 120 may execute an application based on inputs received
from the input device 110 (e.g., a joystick, an inertial sensor, an
ambient light sensor, etc.) and instruct the GPU 130 to generate
images showing application progress for display on the display
150.
Based on execution of the application on processor 120, the
processor may issue instructions for the GPU 130 to generate images
using 3D data stored in memory 140. The GPU 130 includes
specialized hardware for accelerating the generation of images in
real time. For example, the GPU 130 is able to process information
for thousands or millions of graphics primitives (polygons) in real
time due to the GPU's ability to perform repetitive and
highly-parallel specialized computing tasks such as polygon scan
conversion much faster than conventional software-driven CPUs. For
example, unlike the processor 120, which may have multiple cores
with lots of cache memory that can handle a few software threads at
a time, the GPU 130 may include hundreds or thousands of processing
cores or "streaming multiprocessors" (SMs) 132 running in
parallel.
In one example embodiment, the GPU 130 includes a plurality of
programmable streaming multiprocessors (SMs) 132, and a
hardware-based graphics pipeline including a graphics primitive
engine 134 and a raster engine 136. These components of the GPU 130
are configured to perform real-time image rendering using a
technique called "scan conversion rasterization" to display
three-dimensional scenes on a two-dimensional display 150. In
rasterization, geometric building blocks (e.g., points, lines,
triangles, quads, meshes, etc.) of a 3D scene are mapped to pixels
of the display (often via a frame buffer memory).
The GPU 130 converts the geometric building blocks (i.e., polygon
primitives such as triangles) of the 3D model into pixels of the 2D
image and assigns an initial color value for each pixel. The
graphics pipeline may apply shading, transparency, texture and/or
color effects to portions of the image by defining or adjusting the
color values of the pixels. The final pixel values may be
anti-aliased, filtered and provided to the display 150 for display.
Many software and hardware advances over the years have improved
subjective image quality using rasterization techniques at frame
rates needed for real-time graphics (i.e., 30 to 60 frames per
second) at high display resolutions such as 4096.times.2160 pixels
or more on one or multiple displays 150.
Traversal Coprocessor Addition to Architecture
To enable the GPU 130 to perform ray tracing in real time in an
efficient manner, the GPU is provided with traversal coprocessor
138 coupled to one or more SMs 132. The traversal coprocessor 138
includes hardware components configured to perform operations
commonly utilized in ray tracing algorithms. A goal of the
traversal coprocessor 138 is to accelerate operations used in ray
tracing to such an extent that it brings the power of ray tracing
to real-time graphics application (e.g., games), enabling
high-quality shadows, reflections, and global illumination. As
discussed in more detail below, the result of the traversal
coprocessor 138 may be used together with or as an alternative to
other graphics related operations performed in the GPU 130.
In the example architecture shown, the new hardware component
called a "traversal coprocessor" 138 is used to accelerate certain
tasks including but not limited to ray tracing. Ray tracing refers
to casting a ray into a scene and determining whether and where
that ray intersects the scene's geometry. This basic ray tracing
visibility test is the fundamental primitive underlying a variety
of rendering algorithms and techniques in computer graphics. For
example, ray tracing can be used together with or as an alternative
to rasterization and z-buffering for sampling scene geometry. It
can also be used as an alternative to (or in combination with)
environment mapping and shadow texturing for producing more
realistic reflection, refraction and shadowing effects than can be
achieved via texturing techniques or other raster "hacks". To
overcome limitations in image quality that can be achieved with
rasterization, system 100 can also generate entire images or parts
of images using ray tracing techniques. Ray tracing may also be
used as the basic primitive to accurately simulate light transport
in physically-based rendering algorithms such as path tracing,
photon mapping, Metropolis light transport, and other light
transport algorithms.
More specifically, SMs 132 and the traversal coprocessor 138 may
cooperate to cast rays into a 3D model and determine whether and
where that ray intersects the model's geometry. Ray tracing
directly simulates light traveling through a virtual environment or
scene. The results of the ray intersections together with surface
texture, viewing direction, and/or lighting conditions are used to
determine pixel color values. Ray tracing performed by SMs 132
working with traversal coprocessor 138 allows for
computer-generated images to capture shadows, reflections, and
refractions in ways that can be indistinguishable from photographs
or video of the real world. Since ray tracing techniques are even
more computationally intensive than rasterization due in part to
the large number of rays that need to be traced, the traversal
coprocessor 138 is capable of accelerating in hardware certain of
the more computationally-intensive aspects of that process.
In the example non-limiting technology herein, traversal
coprocessor 138 accelerates both ray-box tests and ray-primitive
tests. As part of traversal, it can also handle at least one level
of instance transforms, transforming a ray from world-space
coordinates into the coordinate system of an instanced mesh. In the
example non-limiting embodiments, the traversal coprocessor 138
does all of this in MIMD fashion, meaning that rays are handled
independently once inside the traversal coprocessor.
In the example non-limiting embodiments, the traversal coprocessor
138 operates as a servant (coprocessor) to the SMs (streaming
multiprocessors) 132. In other words, the traversal coprocessor 138
in example non-limiting embodiments does not operate independently,
but instead follows the commands of the SMs 132 to perform certain
computationally-intensive ray tracing related tasks much more
efficiently than the SMs 132 could perform themselves.
In the examples shown, the traversal coprocessor 138 receives
commands via SM 132 instructions and writes results back to an SM
register file. For many common use cases (e.g., opaque triangles
with at most one level of instancing), the traversal coprocessor
138 can service the ray tracing query without further interaction
with the SM 132. More complicated queries (e.g., involving
alpha-tested triangles, primitives other than triangles, or
multiple levels of instancing) may require multiple round trips. In
addition to tracing rays, the traversal coprocessor 138 is capable
of performing more general spatial queries where an AABB or the
extruded volume between two AABBs (which we call a "beam") takes
the place of the ray. Thus, while the traversal coprocessor 138 is
especially adapted to accelerate ray tracing related tasks, it can
also be used to perform tasks other than ray tracing.
In addition to the traversal coprocessor 138, the example
non-limiting technology used to support the system 100 of FIG. 1
provides additional accelerated ray tracing enhancements to a
number of units as well as a substantial effort devoted to BVH
construction. BVH construction need not be hardware accelerated
(although it may be in some non-limiting embodiments) but could
instead be implemented using highly-optimized software routines
running on SMs 132 and/or CPU 120 and/or other development systems
e.g., during development of an application. The following
exposition describes, among other things, software-visible behavior
of the traversal coprocessor 138, interfaces to surrounding units
(SMs 132 and the memory subsystem), and additional features that
are part of a complete ray-tracing solution such as certain
enhancements to the group of SMs 132 and the memory caching
system.
As discussed above, the traversal coprocessor 138 allows for quick
traversal of an acceleration data structure (e.g., a BVH) to
determine which primitives (e.g., triangles used for generating a
scene) in the data structure are intersected by a query data
structure (e.g., a ray). For example, the traversal coprocessor 138
may determine which triangles in the acceleration data structure
are intersected by the ray and return the results to the SM 132.
However, returning to the SM 132 a result on every triangle
intersection is costly in terms of interface and thread
synchronization. The traversal coprocessor 138 provides a hardware
logic configured to hide those items or triangles which are
provably capable of being hidden without a functional impact on the
resulting scene. The reduction in returns of results to the SM and
synchronization steps between threads greatly improves the overall
performance of traversal.
Previous implementations, done in software only, needed to inspect
all triangles or item ranges that are intersected. The example
non-limiting embodiments of the traversal coprocessor 138 disclosed
in this application provides for some of the intersections to be
discarded within the traversal coprocessor 138 without SM 132
intervention so that less intersections are returned to the SM 132
and the SM 132 does not have to inspect all intersected triangles
or item ranges.
Traversing an Acceleration Data Structure
A good way to accelerate ray tracing is to use an acceleration data
structure. The acceleration data structure represents the 3D model
of an object or a scene in a manner that will help assist in
quickly deciding which portion of the object a particular ray is
likely to intersect and quickly rejecting large portions of the
scene the ray will not intersect. A bounding volume hierarchy (BVH)
data structure is one type of acceleration data structure which can
help reduce the number of intersections to test. The BVH data
structure represents a scene or object with a bounding volume and
subdivides the bounding volume into smaller and smaller bounding
volumes terminating in leaf nodes containing geometric primitives.
The bounding volumes are hierarchical, meaning that the topmost
level encloses the level below it, that level encloses the next
level below it, and so on. In one embodiment, leaf nodes can
potentially overlap other leaf nodes in the bounding volume
hierarchy.
To illustrate how a bounding volume hierarchy works, FIGS. 2A-2G
show a teapot recursively subdivided into smaller and smaller
hierarchical bounding volumes. FIG. 2A shows a teapot object, and
FIG. 2B shows a bounding volume 202 (in this case a box, cube or
rectangular parallelepiped) enclosing the whole teapot. The
bounding volume 202, which can be efficiently defined by its
vertices, provides an indication of the spatial location of the
object and is typically dimensioned to be just slightly larger than
the object.
The first stage in acceleration structure construction acquires the
bounding boxes of the referenced geometry. This is achieved by
executing for each geometric primitive in an object a bounding box
procedure that returns a conservative axis-aligned bounding box for
its input primitive such as box 202 shown in FIG. 2B. Using these
bounding boxes as elementary primitives for the acceleration
structures provides the necessary abstraction to trace rays against
arbitrary user-defined geometry (including several types of
geometry within a single structure). Because in FIG. 2B the
bounding volume 202 is larger than and completely contains the
teapot, a ray that does not intersect bounding volume cannot
intersect the teapot, although a ray that does intersect the
bounding volume may or may not intersect the teapot. Because the
bounding volume 202 is readily defined by the x,y,z coordinates of
its vertices in 3D space and a ray is defined by its x,y,z
coordinates in 3D space, the ray-bounding volume test to determine
whether a ray intersects the bounding volume 202 is straightforward
(although some transform may be used to adjust to different
coordinate systems, as will be explained below).
FIG. 2C, shows the bounding volume 202 subdivided into smaller
contained bounding volumes. While the subdivision scheme shown here
for purposes of illustration is a so-called 8-ary subdivision or
"octree" in which each volume is subdivided into eight smaller
volumes of uniform size, many other spatial hierarchies and
subdivision schemes are known such as a binary tree, a four-ary
tree, a k-d tree, a binary space partitioning (BSP) tree, and a
bounding volume hierarchy (BVH) tree. See e.g., U.S. Pat. No.
9,582,607.
Each of the subdivided bounding volumes shown in FIG. 2C can be
still further subdivided. FIG. 2D shows one of the subdivided
volumes 204 of FIG. 2C being further subdivided to provide
additional subdivided encapsulated bounding volumes. As shown in
FIG. 2D, some of the subdivided bounding volumes include portions
of the teapot and some do not. Volumes that do not contain a
portion of the teapot are not further subdivided because the
further subdivisions provide no further spatial information about
the teapot. Already subdivided bounding volumes that do include at
least one portion of the teapot can be still further recursively
subdivided--like the emergence of each of a succession of littler
and littler cats from the hats of Dr. Seuss's' The Cat In The Hat
Comes Back (1958). The portions of the space within bounding volume
202 that contain geometry are recursively subdivided to permit the
traversal coprocessor 138 to use the volumetric subdivisions to
efficiently discover where the geometry is located relative to any
given ray. It can be noted that while a spatial or active
subdivision of the volume is possible, many implementations will
create the hierarchical structure defining volumes and subvolumes
ahead of time. In such cases, the builder may often build the
hierarchy up from individual triangles and not down from the whole
scene. Building up means you do not need to determine if some
subdivided volume contains anything since by definition it contains
what is below it in a hierarchy of volumetric subdivisions.
FIG. 2E shows a further such subdivision of bounding volume 204
into a further smaller contained bounding volume 206 containing in
this example just the spout of the teapot plus another surface on
the wall of the teapot, and FIG. 2F shows an additional subdivision
of bounding volume 206 into still smaller contained subdivision 208
encapsulating the end of the teapot's spout. Depending on the way
the BVH is constructed, bounding volume 208 can be further and
further subdivided as desired--and traversal coprocessor 138
enables the FIG. 1 system 100 to efficiently traverse the BVH down
to any arbitrary subdivision level. The number and configurations
of recursive subdivisions will depend on the complexity and
configuration of the 3D object being modeled as well as other
factors such as desired resolution, distance of the object from the
viewpoint, etc.
At some level of subdivision (which can be different levels for
different parts of the BVH), the traversal coprocessor 138
encounters geometry making up the encapsulated object being
modeled. Using the analogy of a tree, the successive volumetric
subdivisions are the trunk, branches, boughs and twigs, and the
geometric is finally revealed at the very tips of the tree, namely
the leaves. In this case, FIG. 2G shows the surface of the teapot's
spout defined by an example mesh of geometric primitives. The
geometric primitives shown are triangles but other geometric
primitives, such as quads, lines, rectangles, quadrics, patches, or
other geometric primitives known to those familiar with the state
of the art, may be used (in one embodiment, such other types of
primitives may be expressed as or converted into triangles). The
geometric primitives in the mesh represent the shape of the 3D
surface of the object being modeled. The example shown here is a
mesh, but bounded geometry can include discontinuous geometry such
as particles that may not be connected. In the example non-limiting
embodiments, the traversal coprocessor 138 also accelerates ray
intersection tests with this geometry to quickly determine which
triangles are hit by any given ray. Determining ray-primitive
intersections involves comparing the spatial xyz coordinates of the
vertices of each primitive with the xyz coordinates of the ray to
determine whether the ray and the surface the primitive defines
occupy the same space. The ray-primitive intersection test can be
computationally intensive because there may be many triangles to
test. For example, in the mesh shown in FIG. 2G, the spout of the
teapot alone is made up of over a hundred triangles--although it
may be more efficient in some implementations to further
volumetrically subdivide and thereby limit the number of triangles
in any such "leaf node" to something like 16 or fewer.
As discussed above, ray tracing procedures determine what geometric
primitives of a scene are intersected by a ray. However, due to the
large number of primitives in a 3D scene, it may not be efficient
or feasible to test every geometric primitive for an intersection.
Acceleration data structures, such as BVH, allow for quick
determination as to which bounding volumes can be ignored, which
bounding volumes may contain intersected geometric primitives, and
which intersected geometric primitives matter for visualization and
which do not.
Ray Intersection Testing
FIGS. 3A-3C illustrate ray tracing applied to the FIG. 2G bounding
volume 208 including triangle mesh 320. FIG. 3A shows a ray 302 in
a virtual space including bounding volumes 310 and 315. To
determine whether the ray 302 intersects one or more triangles in
the mesh 320, each triangle could be directly tested against the
ray 302. But to accelerate the process (since the object could
contain many thousands of triangles), the ray 302 is first tested
against the bounding volumes 310 and 315. If the ray 302 does not
intersect a bounding volume, then it does not intersect any
triangles inside of the bounding volume and all triangles inside
the bounding volume can be ignored for purposes of that ray.
Because in FIG. 3A the ray 302 misses bounding volume 310, the
triangles of mesh 320 within that bounding volume need not be
tested for intersection. While bounding volume 315 is intersected
by the ray 302, bounding volume 315 does not contain any geometry
and so no further testing is required.
On the other hand, if a ray such as ray 304 shown in FIG. 3B
intersects a bounding volume 310 that contains geometry, then the
ray may or may not intersect the geometry inside of the bounding
volume so further tests need to be performed on the geometry itself
to find possible intersections. Because the rays 304, 306 in FIGS.
3B and 3C intersect a bounding volume 310 that contains geometry,
further tests need to be performed to determine whether any (and
which) of the primitives inside of the bounding volume are
intersected. In FIG. 3B, further testing of the intersections with
the primitives would indicate that even though the ray 304 passes
through the bounding volume 310, it does not intersect any of the
primitives the bounding volume encloses (alternatively, as
mentioned above, bounding volume 310 could be further
volumetrically subdivided so that a bounding volume intersection
test could be used to reveal that the ray does not intersect any
geometry or more specifically which primitives the ray may
intersect).
FIG. 3C shows a situation in which the bounding volume 310
intersected by ray 306 and contains geometry that ray 306
intersects. Traversal coprocessor 138 tests the intersections
between the ray 306 and the individual primitives to determine
which primitives the ray intersects.
Ray Tracing Operations
FIG. 4 is a flowchart summarizing example ray tracing operations
the traversal coprocessor 138 performs as described above in
cooperation with SM(s) 132. The FIG. 4 operations are performed by
traversal coprocessor 138 in cooperation with its interaction with
an SM 132. The traversal coprocessor 138 may thus receive the
identification of a ray from the SM 132 and traversal state
enumerating one or more nodes in one or more BVH's that the ray
must traverse. The traversal coprocessor 138 determines which
bounding volumes of a BVH data structure the ray intersects (the
"ray-complet" test 512) and subsequently whether the ray intersects
one or more primitives in the intersected bounding volumes and
which triangles are intersected (the "ray-primitive test" 520). In
example non-limiting embodiments, "complets" (compressed treelets)
specify root or interior nodes (i.e., volumes) of the bounding
volume hierarchy with children that are other complets or leaf
nodes of a single type per complet.
First, the traversal coprocessor 138 inspects the traversal state
of the ray. If a stack the traversal coprocessor 138 maintains for
the ray is empty, then traversal is complete. If there is an entry
on the top of the stack, the traversal co-processor 138 issues a
request to the memory subsystem to retrieve that node. The
traversal co-processor 138 then performs a bounding box test 512 to
determine if a bounding volume of a BVH data structure is
intersected by a particular ray the SM 132 specifies (step 512,
514). If the bounding box test determines that the bounding volume
is not intersected by the ray ("No" in step 514), then there is no
need to perform any further testing for visualization and the
traversal coprocessor 138 can return this result to the requesting
SM 132. This is because if a ray misses a bounding volume (as in
FIG. 3A with respect to bounding volume 310), then the ray will
miss all other smaller bounding volumes inside the bounding volume
being tested and any primitives that bounding volume contains.
If the bounding box test performed by the traversal coprocessor 138
reveals that the bounding volume is intersected by the ray ("Yes"
in Step 514), then the traversal coprocessor determines if the
bounding volume can be subdivided into smaller bounding volumes
(step 518). In one example embodiment, the traversal coprocessor
138 isn't necessarily performing any subdivision itself. Rather,
each node in the BVH has one or more children (where each child is
a leaf or a branch in the BVH). For each child, there is a bounding
volume and a pointer that leads to a branch or a leaf node. When a
ray processes a node using traversal coprocessor 138, it is testing
itself against the bounding volumes of the node's children. The ray
only pushes stack entries onto its stack for those branches or
leaves whose representative bounding volumes were hit. When a ray
fetches a node in the example embodiment, it doesn't test against
the bounding volume of the node--it tests against the bounding
volumes of the node's children. The traversal coprocessor 138
pushes nodes whose bounding volumes are hit by a ray onto the ray's
traversal stack in an order determined by ray configuration. For
example, it is possible to push nodes onto the traversal stack in
the order the nodes appear in memory, or in the order that they
appear along the length of the ray, or in some other order. If
there are further subdivisions of the bounding volume ("Yes" in
step 518), then those further subdivisions of the bounding volume
are accessed and the bounding box test is performed for each of the
resulting subdivided bounding volumes to determine which subdivided
bounding volumes are intersected by the ray and which are not. In
this recursive process, some of the bounding volumes may be
eliminated by test 514 while other bounding volumes may result in
still further and further subdivisions being tested for
intersection by traversal coprocessor 138 recursively applying
steps 512-518.
Once the traversal coprocessor 138 determines that the bounding
volumes intersected by the ray are leaf nodes ("No" in step 518),
the traversal coprocessor performs a primitive (e.g., triangle)
intersection test 520 to determine whether the ray intersects
primitives in the intersected bounding volumes and which primitives
the ray intersects. The traversal coprocessor 138 thus performs a
depth-first traversal of intersected descendent branch nodes until
leaf nodes are reached. The traversal coprocessor 138 processes the
leaf nodes. If the leaf nodes are primitive ranges, the traversal
coprocessor 138 tests them against the ray. If the leaf nodes are
instance nodes, the traversal coprocessor 138 applies the instance
transform. If the leaf nodes are item ranges, the traversal
coprocessor 138 returns them to the requesting SM 132. In the
example non-limiting embodiments, the SM 132 can command the
traversal coprocessor 138 to perform different kinds of
ray-primitive intersection tests and report different results
depending on the operations coming from an application (or an
software stack the application is running on) and relayed by the SM
to the TTU. For example, the SM 132 can command the traversal
coprocessor 138 to report the nearest visible primitive revealed by
the intersection test, or to report all primitives the ray
intersects irrespective of whether they are the nearest visible
primitive. The SM 132 can use these different results for different
kinds of visualization. Once the traversal coprocessor 138 is done
processing the leaf nodes, there may be other branch nodes (pushed
earlier onto the ray's stack) to test.
Multiple Intersections
In more detail, as shown in FIG. 3C, any given ray may intersect
multiple primitives within a bounding volume. Whether the ray
intersection within a given primitive matters for visualization
depends on the properties and position of that primitive as well as
the visualization procedures the SM 132 is performing. For example,
primitives can be opaque, transparent or partially transparent
(i.e., translucent). Opaque primitives will block a ray from
passing through the primitive because the eye cannot see through
the primitive's opaque surface. Transparent primitives will allow
the ray to pass through (because the eye can see through the
transparent primitive) but the situation may be more complex. For
example, transparent primitives may have specular properties that
cause some portion of the ray to reflect (think of reflection from
a window pane) and the rest of the ray to pass through. Other
transparent primitives are used to provide a surface onto which a
texture is mapped. For example, each individual leaf of a tree may
be modeled by a transparent primitive onto which an image of the
leaf is texture mapped.
FIGS. 5A-5C illustrate some of these scenarios using an example of
three triangles assumed to be in the same bounding volume and each
intersected by a ray. FIG. 5A illustrates a ray directed towards
these three triangles, with the first triangle the ray encounters
relative to the viewpoint being opaque. Because the "front" (from
the standpoint of the direction of the ray from the eye)
intersected triangle is opaque, that triangle will block the ray so
the ray will not reach the other triangles even through it
spatially intersects them. In this example, the triangles "behind"
the opaque triangle from the viewpoint can be ignored (culled)
after the intersection of the opaque triangle is identified because
the "front", opaque triangle hides the other triangles from the
user's view along the ray. Culling is indicated by dotted lines in
FIGS. 5A-5C. In this case, the traversal coprocessor 138 may only
need to report the identification of the first, opaque triangle to
the SM 132.
FIG. 5B illustrates a ray directed towards the same three triangles
but now the nearest visible triangle is partially transparent
rather than opaque. Because the nearest visible intersected
triangle is at least partially transparent, the ray may pass
through it to hit the opaque triangle behind it. In this case, the
opaque triangle will be visible through the partially transparent
triangle but will block the user's view of the third triangle along
the ray. Here, the traversal coprocessor 138 may report the
identification of both front triangles to the SM 132 but not report
the third, culled triangle even though the ray spatially intersects
that third triangle. Order of discovery may matter here. In the
case of an alpha and opaque triangle, if the opaque was found
first, the traversal coprocessor 138 returns the opaque triangle to
the SM 132 with traversal state that will resume testing at the
alpha triangle. While there is an implication here that the alpha
means transparent, it really means "return me to the SM 132 and let
the SM determine how to handle it." For example, an alpha triangle
might be trimmed according to a texture or function so that
portions of the triangle are cut away (i.e., absent, not
transparent). The traversal coprocessor 138 does not know how the
SM 132 will handle the alpha triangles (i.e., it does not handle
transparent triangles differently from trimmed triangles). Thus,
alpha triangles may or may not block or tint the light arriving
from points beyond them along the ray, and in example embodiments,
they require SM 132 intervention to handle/determine those
things.
FIG. 5C illustrates a scenario in which the first two triangles the
ray encounters are partially transparent. Because the first and
second intersected triangles are at least partially transparent,
the ray will pass through the first and second triangles to impinge
upon the also-intersecting third opaque triangle. Because third
intersected triangle is opaque, it will block the ray, and the ray
will not impinge upon any other triangles behind the third triangle
even though they may be spatially intersected by it. In this case,
the traversal coprocessor 138 may report all three triangles to the
SM 132 but need not report any further triangles behind the opaque
triangle because the opaque triangle blocks the ray from reaching
those additional triangles.
In some modes, however, the SM 132 may need to know the identities
of all triangles the ray intersects irrespective of whether they
are opaque or transparent. In those modes, the traversal
coprocessor 138 can simply perform the intersection test and return
the identities of all triangles the ray spatially intersects (in
such modes, the traversal coprocessor will return the same
intersection results for all three scenarios shown in FIGS. 5A-5C)
and allow the SM 132 to sort it out--or in some cases command the
traversal coprocessor 138 to do more tests on these same
triangles.
As will be discussed in more detail below, when a ray intersects an
opaque triangle, the traversal coprocessor 138 can in certain
operations be programmed to reduce the length of the ray being
tested to the location of the opaque triangle intersection so it
will not report any triangles "behind" the intersected triangle.
When a partially transparent triangle is determined to be
intersected by a ray, the traversal coprocessor 138 will return a
more complete list of triangles the ray impinges upon for purposes
of visualization, and the requesting SM 132 may perform further
processing to determine whether, based for example any texture or
other properties of the triangle, the ray will be blocked, passed
or partially passed and partially reflected. In example
embodiments, the traversal coprocessor 138 does not have access to
texture properties of triangles and so does not attempt to
determine visualization with respect to those properties.
Textures or Other Surface Modifications
For example, FIGS. 6A and 6B show a transparent triangle 610 with a
texture 615 of a leaf applied to the triangle. One could think of a
triangle made of Plexiglas with a decal of a leaf applied to it. As
shown in FIG. 6A, the ray 620 intersects the transparent triangle
610 at a point that is outside the applied texture 615. Because the
ray 620 intersects the triangle outside the applied texture 615,
the texture will not block the ray 620 and the ray will pass
through the transparent triangle 610 without obstruction. This is
like being able to see through the parts of the Plexiglas triangle
that are not covered by the leaf decal. Note that in one example
embodiment, the SM 132 makes the visibility determination since the
traversal coprocessor 138 does not necessarily have access to
information concerning the leaf decal. The traversal coprocessor
138 helps the SM 132 by returning to the SM the identification of
the triangle that the ray intersects along with information
concerning the properties of that triangle.
In FIG. 6B, the ray 630 intersects the transparent triangle where
the texture 615 is applied. SM 132 will determine whether
subsequent traversal by the traversal coprocessor 138 is necessary
or not based on whether the texture 615 will block the ray 630 or
allow the ray 630 to pass through. If the ray 630 is blocked by the
texture 615, other triangles behind the transparent triangle 610,
which may have otherwise been intersected by the ray 630, will be
obstructed by the texture and not contribute to visualization along
the ray. In the example non-limiting embodiments herein, the
traversal coprocessor 138 does not have access to texture
information and so it does not attempt to accelerate this
determination. Traversal coprocessor 138 may for example return to
the requesting SM 132 all intersections between the ray and the
various triangles within the object, and the SM may then use the
graphics primitive engine 134 to make further ray tracing
visualization determinations. In other example embodiments,
traversal coprocessor 138 could accelerate some or all of these
tests by interacting with the texture mapping unit and other
portions of the 3D graphics pipeline within graphics primitive
engine 134 to make the necessary visualization determinations.
Coordinate Transforms
FIGS. 2A-3C involve only a single object, namely a teapot. Just as
the room you are in right now contains multiple objects, most 3D
scenes contain many objects. For example, a 3D scene containing a
teapot will likely also contain a cup, a saucer, a milk pitcher, a
spoon, a sugar bowl, etc. all sitting on a table. In 3D graphics,
each of these objects is typically modelled independently. The
graphics system 100 then uses commands from the processor 120 to
put all the models together in desired positions, orientations and
sizes into the common scene for purposes of visualization (just as
you will set and arrange the table for serving tea). What this
means is that the SM 132 may command traversal processor 138 to
analyze the same ray with respect to multiple objects in the scene.
However, the fact that each of these objects will be transformed in
position, orientation and size when placed into the common scene is
taken into account and accelerated by the traversal coprocessor
138. In non-limiting example embodiments, the transform from
world-to-object space is stored in the world space BVH along with a
world-space bounding box. The traversal coprocessor 138 accelerates
the transform process by transforming the ray from world (scene)
space into object space for purposes of performing the tests shown
in FIG. 4. In particular, since the transformation of the geometry
from object space into world (scene) space is computationally
intensive, that transformation is left to the graphics pipeline
graphics primitive engine 134 and/or raster engine 136 to perform
as part of rasterization. The traversal coprocessor 138 instead
transforms a given ray from world space to the coordinate system of
each object defined by an acceleration data structure and performs
its tests in object space.
FIGS. 7A and 7B illustrates how the traversal coprocessor 138
transforms the same ray into three different object spaces. FIG. 7A
shows three objects on a table: a cup, a teapot and a pitcher.
These three objects and a table comprise a scene, which exists in
world space. A ray that also is defined in world space emanates
from the viewpoint and intersects each of the three objects.
FIG. 7B shows each of the three objects as defined in object
spaces. Each of these three objects is defined by a respective
model that exists in a respective object space. The traversal
coprocessor 138 in example non-limiting embodiments transforms the
ray into the object space of each object before performing the
intersection tests for that object. This "instance transform" saves
the computational effort of transforming the geometry of each
object and the associated volumetric subdivisions of the
acceleration data structure from object space to world space for
purposes of the traversal coprocessor 138 performing intersection
tests.
The requesting SM 132 keeps track of which objects are in front of
which other objects with respect to each individual ray and
resolves visibility in cases where one object hides another object,
casts a shadow on another object, and/or reflects light toward
another object. The requesting SM 132 can use the traversal
processor 138 to accelerate each of these tests.
Example Tree BVH Acceleration Data Structure
FIGS. 8A and 8B show a recursively-subdivided bounding volume of a
3D scene (FIG. 8A) and a corresponding tree data structure (FIG.
8B) that may be accessed by the traversal coprocessor 138 and used
for hardware-accelerated operations performed by traversal
coprocessor. The division of the bounding volumes may be
represented in a hierarchical tree data structure with the large
bounding volume shown in FIG. 2B represented by a parent node of
the tree and the smaller bounding volumes represented by children
nodes of the tree that are contained by the parent node. The
smallest bounding volumes are represented as leaf nodes in the tree
and identify one or more geometric primitives contained within
these smallest bounding volumes.
The tree data structure may be stored in memory outside of the
traversal coprocessor 138 and retrieved based on queries the SMs
132 issue to the traversal coprocessor 138. The tree data structure
includes a plurality of nodes arranged in a hierarchy. The root
nodes N1 of the tree structure correspond to bounding volume N1
enclosing all of the triangles O1-O8. The root node N1 may identify
the vertices of the bounding volume N1 and children nodes of the
root node.
In FIG. 8A, bounding volume N1 is subdivided into bounding volumes
N2 and N3. Children nodes N2 and N3 of the tree structure of FIG.
8B correspond to and represent the bounding volumes N2 and N3 shown
in FIG. 8A. The children nodes N2 and N3 in the tree data structure
identify the vertices of respective bounding volumes N2 and N3 in
space. Each of the bounding volumes N2 and N3 is further subdivided
in this particular example. Bounding volume N2 is subdivided into
contained bounding volumes N4 and N5. Bounding volume N3 is
subdivided into contained bounding volumes N6 and N7. Bounding
volume N7 include two bounding volumes N8 and N9. Bounding volume
N8 includes the triangles O7 and O8, and bounding volume N9
includes leaf bounding volumes N10 and N11 as its child bounding
volumes. Leaf bounding volume N10 includes a primitive range (e.g.,
triangle range) O10 and leaf bounding volume N11 includes an item
range O9. Respective children nodes N4, N5, N6, N8, N10 and N11 of
the FIG. 8B tree structure correspond to and represent the FIG. 8A
bounding volumes N4, N5, N6, N8, N10 and N11 in space.
The FIG. 8B tree is only three to six levels deep so that volumes
N4, N5, N6, N8, N10 and N11 constitute "leaf nodes"--that is, nodes
in the tree that have no child nodes. FIG. 8A shows that each of
leaf node bounding volumes N4, N5, N6, and N8, contains two
triangles of the geometry in the scene. For example, volumetric
subdivision N4 contains triangles O1 & O2; volumetric
subdivision N5 contains triangles O3 & O4; volumetric
subdivision N6 contains trials O5 & O6; and volumetric
subdivision N8 contains triangles O7 & O8. The tree structure
shown in FIG. 8B represents these leaf nodes N4, N5, N6, and N7 by
associating them with the appropriate ones of triangles O1-O8 of
the scene geometry. To access this scene geometry, the traversal
coprocessor 138 traverses the tree data structure of FIG. 8B down
to the leaf nodes. In general, different parts of the tree can and
will have different depths and contain different numbers of
triangles. Leaf nodes associated with volumetric subdivisions that
contain no geometry need not be explicitly represented in the tree
data structure (i.e., the tree is "trimmed").
According to some embodiments, the subtree rooted at N7 may
represent a set of bounding volumes or BVH that is defined in a
different coordinate space than the bounding volumes corresponding
to nodes N1-N3. When bounding volume N7 is in a different
coordinate space from its parent bounding volume N3, an instance
node N7' which provides the ray transformation necessary to
traverse the subtree rooted at N7, may connect the rest of the tree
to the subtree rooted at N7. Instance node N7' connects the
bounding volume or BVH corresponding to nodes N1-N3, with the
bounding volumes or BVH corresponding to nodes N7 etc. by defining
the transformation from the coordinate space of N1-N3 (e.g., world
space) to the coordinate space of N7 etc. (e.g., object space).
The Internal Structure and Operation of Traversal Coprocessor
138
FIG. 9 shows an example simplified block diagram of traversal
coprocessor 138 including hardware configured to perform
accelerated traversal operations as described above (a still more
detailed implementation of this traversal coprocessor 138 is
described below). Because the traversal coprocessor 138 shown in
FIG. 9 is adapted to traverse tree-based acceleration data
structures such as shown in FIGS. 8A, 8B, it may also be called a
"tree traversal unit" or "TTU" 700 (the 700 reference number is
used to refer to the more detailed non-limiting implementation of
traversal coprocessor 138 shown in FIG. 1). Tree traversal
operations may include, for example, determining whether a ray
intersects bounding volumes and/or primitives of a tree data
structure (e.g., a BVH tree), which tests may involve transforming
the ray into object space.
The TTU 700 includes dedicated hardware to determine whether a ray
intersects bounding volumes and dedicated hardware to determine
whether a ray intersects primitives of the tree data structure. In
some embodiments, the TTU 700 may perform a depth-first traversal
of a bounding volume hierarchy using a short stack traversal with
intersection testing of supported leaf node primitives and
mid-traversal return of alpha primitives and unsupported leaf node
primitives (items). The intersection of primitives will be
discussed with reference to triangles, but other geometric
primitives may also be used.
In more detail, TTU 700 includes an intersection management block
722, a ray management block 730 and a stack management block 740.
Each of these blocks (and all of the other blocks in FIG. 9) may
constitute dedicated hardware implemented by logic gates,
registers, hardware-embedded lookup tables or other combinatorial
logic, etc.
The ray management block 730 is responsible for managing
information about and performing operations concerning a ray
specified by an SM 132 to the ray management block. The stack
management block 740 works in conjunction with traversal logic 712
to manage information about and perform operations related to
traversal of a BVH acceleration data structure. Traversal logic 712
is directed by results of a ray-complet test block 710 that tests
intersections between the ray indicated by the ray management block
730 and volumetric subdivisions represented by the BVH, using
instance transforms as needed. The ray-complet test block 710
retrieves additional information concerning the BVH from memory 140
via an L0 complet cache 752 that is part of the TTU 700. The
results of the ray-complet test block 710 informs the traversal
logic 712 as to whether further recursive traversals are needed.
The stack management block 740 maintains stacks to keep track of
state information as the traversal logic 712 traverses from one
level of the BVH to another, with the stack management block
pushing items onto the stack as the traversal logic traverses
deeper into the BVH and popping items from the stack as the
traversal logic traverses upwards in the BVH. The stack management
block 740 is able to provide state information (e.g., intermediate
or final results) to the requesting SM 132 at any time the SM
requests.
The intersection management block 722 manages information about and
performs operations concerning intersections between rays and
primitives, using instance transforms as needed. The ray-primitive
test block 720 retrieves information concerning geometry from
memory 140 on an as-needed basis via an L0 primitive cache 754 that
is part of TTU 700. The intersection management block 722 is
informed by results of intersection tests the ray-primitive test
and transform block 720 performs. Thus, the ray-primitive test and
transform block 720 provides intersection results to the
intersection management block 722, which reports geometry hits and
intersections to the requesting SM 132.
A Stack Management Unit 740 inspects the traversal state to
determine what type of data needs to be retrieved and which data
path (complet or primitive) will consume it. The intersections for
the bounding volumes are determined in the ray-complet test path of
the TTU 700 including one or more ray-complet test blocks 710 and
one or more traversal logic blocks 712. A complet specifies root or
interior nodes of a bounding volume. Thus, a complet may define one
or more bounding volumes for the ray-complet test. The ray-complet
test path of the TTU 700 identifies which bounding volumes are
intersected by the ray. Bounding volumes intersected by the ray
need to be further processed to determine if the primitives
associated with the intersected bounding volumes are intersected.
The intersections for the primitives are determined in the
ray-primitive test path including one or more ray-primitive test
and transform blocks 720 and one or more intersection management
blocks 722.
The TTU 700 receives queries from one or more SMs 132 to perform
tree traversal operations. The query may request whether a ray
intersects bounding volumes and/or primitives in a BVH data
structure. The query may identify a ray (e.g., origin, direction,
and length of the ray) and a BVH data structure and traversal state
(short stack) which includes one or more entries referencing nodes
in one or more Bounding Volume Hierarchies that the ray is to
visit. The query may also include information for how the ray is to
handle specific types of intersections during traversal. The ray
information may be stored in the ray management block 730. The
stored ray information (e.g., ray length) may be updated based on
the results of the ray-primitive test.
The TTU 700 may request the BVH data structure identified in the
query to be retrieved from memory outside of the TTU 700. Retrieved
portions of the BVH data structure may be cached in the level-zero
(L0) cache 750 within the TTU 700 so the information is available
for other time-coherent TTU operations, thereby reducing memory 140
accesses. Portions of the BVH data structure needed for the
ray-complet test may be stored in a L0 complet cache 752 and
portions of the BVH data structure needed for the ray-primitive
test may be stored in an L0 primitive cache 754.
After the complet information needed for a requested traversal step
is available in the complet cache 752, the ray-complet test block
710 determines bounding volumes intersected by the ray. In
performing this test, the ray may be transformed from the
coordinate space of the bounding volume hierarchy to a coordinate
space defined relative to a complet. The ray is tested against the
bounding boxes associated with the child nodes of the complet. In
the example non-limiting embodiment, the ray is not tested against
the complet's own bounding box because (1) the TTU 700 previously
tested the ray against a similar bounding box when it tested the
parent bounding box child that referenced this complet, and (2) a
purpose of the complet bounding box is to define a local coordinate
system within which the child bounding boxes can be expressed in
compressed form. If the ray intersects any of the child bounding
boxes, the results are pushed to the traversal logic to determine
the order that the corresponding child pointers will be pushed onto
the traversal stack (further testing will likely require the
traversal logic 712 to traverse down to the next level of the BVH).
These steps are repeated recursively until intersected leaf nodes
of the BVH are encountered
The ray-complet test block 710 may provide ray-complet
intersections to the traversal logic 612. Using the results of the
ray-complet test, the traversal logic 712 creates stack entries to
be pushed to the stack management block 740. The stack entries may
indicate internal nodes (i.e., a node that includes one or more
child nodes) that need to be further tested for ray intersections
by the ray-complet test block 710 and/or triangles identified in an
intersected leaf node that need to be tested for ray intersections
by the ray-primitive test and transform block 720. The ray-complet
test block 710 may repeat the traversal on internal nodes
identified in the stack to determine all leaf nodes in the BVH that
the ray intersects. The precise tests the ray-complet test block
710 performs will in the example non-limiting embodiment be
determined by mode bits, ray operations (see below) and culling of
hits, and the TTU 700 may return intermediate as well as final
results to the SM 132.
The intersected leaf nodes identify primitives that mayor may not
be intersected by the ray. One option is for the TTU 700 to provide
e.g., a range of geometry identified in the intersected leaf nodes
to the SM 132 for further processing. For example, the SM 132 may
itself determine whether the identified primitives are intersected
by the ray based on the information the TTU 700 provides as a
result of the TTU traversing the BVH. To offload this processing
from the SM 132 and thereby accelerate it using the hardware of the
TTU 700, the stack management block 740 may issue requests for the
ray-primitive and transform block 720 to perform a ray-primitive
test for the primitives within intersected leaf nodes the TTU's
ray-complet test block 710 identified. In some embodiments, the SM
132 may issue a request for the ray-primitive test to test a
specific range of primitives and transform block 720 irrespective
of how that geometry range was identified.
After making sure the primitive data needed for a requested
ray-primitive test is available in the primitive cache 754, the
ray-primitive and transform block 710 may determine primitives that
are intersected by the ray using the ray information stored in the
ray management block 730. The ray-primitive test block 720 provides
the identification of primitives determined to be intersected by
the ray to the intersection management block 722.
The intersection management block 722 can return the results of the
ray-primitive test to the SM 132. The results of the ray-primitive
test may include identifiers of intersected primitives, the
distance of intersections from the ray origin and other information
concerning properties of the intersected primitives. In some
embodiments, the intersection management block 722 may modify an
existing ray-primitive test (e.g., by modifying the length of the
ray) based on previous intersection results from the ray-primitive
and transform block 710.
The intersection management block 722 may also keep track of
different types of primitives. For example, the different types of
triangles include opaque triangles that will block a ray when
intersected and alpha triangles that may or may not block the ray
when intersected or may require additional handling by the SM.
Whether a ray is blocked or not by a transparent triangle may for
example depend on texture(s) mapped onto the triangle, area of the
triangle occupied by the texture (see FIGS. 6A and 6B) and the way
the texture modifies the triangle. For example, transparency (e.g.,
stained glass) in some embodiments requires the SM 132 to keep
track of transparent object hits so they can be sorted and shaded
in ray-parametric order, and typically don't actually block the
ray. Meanwhile, alpha "trimming" allows the shape of the primitive
to be trimmed based on the shape of a texture mapped onto the
primitive--for example, cutting a leaf shape out of a triangle.
(Note that in raster graphics, transparency is often called "alpha
blending" and trimming is called "alpha test"). In other
embodiments, the TTU 700 can push transparent hits to queues in
memory for later handling by the SM 132 and directly handle trimmed
triangles by sending requests to the texture unit. Each triangle
may include a designator to indicate the triangle type. The
intersection management block 722 is configured to maintain a
result queue for tracking the different types of intersected
triangles. For example, the result queue may store one or more
intersected opaque triangle identifiers in one queue and one or
more transparent triangle identifiers in another queue.
For opaque triangles, the ray intersection can be fully determined
in the TTU 700 because the area of the opaque triangle blocks the
ray from going past the surface of the triangle. For transparent
triangles, ray intersections cannot in some embodiments be fully
determined in the TTU 700 because TTU 700 performs the intersection
test based on the geometry of the triangle and may not have access
to the texture of the triangle and/or area of the triangle occupied
by the texture (in other embodiments, the TTU may be provided with
texture information by the texture mapping block of the graphics
pipeline). To fully determine whether the triangle is intersected,
information about transparent triangles the ray-primitive and
transform block 710 determines are intersected may be sent to the
SM 132, for the SM to make the full determination as to whether the
triangle affects visibility along the ray.
The SM 132 can resolve whether or not the ray intersects a texture
associated with the transparent triangle and/or whether the ray
will be blocked by the texture. The SM 132 may in some cases send a
modified query to the TTU 700 (e.g., shortening the ray if the ray
is blocked by the texture) based on this determination.
In one embodiment, the TTU 700 may be configured to return all
triangles determined to intersect the ray to the SM 132 for further
processing. Because returning every triangle intersection to the SM
132 for further processing is costly in terms of interface and
thread synchronization, the TTU 700 may be configured to hide
triangles which are intersected but are provably capable of being
hidden without a functional impact on the resulting scene. For
example, because the TTU 700 is provided with triangle type
information (e.g., whether a triangle is opaque or transparent),
the TTU 700 may use the triangle type information to determine
intersected triangles that are occluded along the ray by another
intersecting opaque triangle and which thus need not be included in
the results because they will not affect the visibility along the
ray. As discussed above with reference to FIGS. 5A-5C, if the TTU
700 knows that a triangle is occluded along the ray by an opaque
triangle, the occluded triangle can be hidden from the results
without impact on visualization of the resulting scene.
The intersection management block 722 may include a result queue
for storing hits that associate a triangle ID and information about
the point where the ray hit the triangle. When a ray is determined
to intersect an opaque triangle, the identity of the triangle and
the distance of the intersection from the ray origin can be stored
in the result queue. If the ray is determined to intersect another
opaque triangle, the other intersected opaque triangle can be
omitted from the result if the distance of the intersection from
the ray origin is greater than the distance of the intersected
opaque triangle already stored in the result queue. If the distance
of the intersection from the ray origin is less than the distance
of the intersected opaque triangle already stored in the result
queue, the other intersected opaque triangle can replace the opaque
triangle stored in the result queue. After all of the triangles of
a query have been tested, the opaque triangle information stored in
the result queue and the intersection information may be sent to
the SM 132.
In some embodiments, once an opaque triangle intersection is
identified, the intersection management block 722 may shorten the
ray stored in the ray management block 730 so that bounding volumes
(which may include triangles) behind the intersected opaque
triangle (along the ray) will not be identified as intersecting the
ray.
The intersection management block 722 may store information about
intersected transparent triangles in a separate queue. The stored
information about intersected transparent triangles may be sent to
the SM 132 for the SM to resolve whether or not the ray intersects
a texture associated with the triangle and/or whether the texture
blocks the ray. The SM may return the results of this determination
to the TTU 700 and/or modify the query (e.g., shorten the ray if
the ray is blocked by the texture) based on this determination.
Example Ray Tracing Shading Pipeline
FIG. 10A shows an exemplary ray tracing shading pipeline 900 that
may be performed by SM 132 and accelerated by TTU 700. The ray
tracing shading pipeline 900 starts by an SM 132 invoking ray
generation 910 and issuing a corresponding ray tracing request to
the TTU 700. The ray tracing request identifies a single ray cast
into the scene and asks the TTU 700 to search for intersections
with an acceleration data structure the SM 132 also specifies. The
TTU 700 traverses (FIG. 10A block 920) the acceleration data
structure to determine intersections or potential intersections
between the ray and the volumetric subdivisions and associated
triangles the acceleration data structure represents. Potential
intersections can be identified by finding bounding volumes in the
acceleration data structure that are intersected by the ray.
Descendants of non-intersected bounding volumes need not be
examined.
For triangles within intersected bounding volumes, the TTU 700
ray-primitive test block 720 performs an intersection 930 process
to determine whether the ray intersects the primitives. The TTU 700
returns intersection information to the SM 132, which may perform
an "any hit" shading operation 940 in response to the intersection
determination. For example, the SM 132 may perform (or have other
hardware perform) a texture lookup for an intersected primitive and
decide based on the appropriate texel's value how to shade a pixel
visualizing the ray. The SM 132 keeps track of such results since
the TTU 700 may return multiple intersections with different
geometry in the scene in arbitrary order.
Alternatively, primitives that the TTU 700 determines are
intersected may be further processed to determine 950 whether they
should be shaded as a miss 960 or as a closest hit 970. The SM 132
can for example instruct the TTU 700 to report a closest hit in the
specified geometry, or it may instruct the TTU to report all hits
in the specified geometry. For example, it may be up to the SM 132
to implement a "miss" shading operation for a primitive the TTU 700
determines is intersected based on implemented environment lookups
(e.g., approximating the appearance of a reflective surface by
means of a precomputed texture image) such as shown in FIGS. 6A
& 6B. The SM 132 may perform a closest hit shading operation to
determine the closest intersected primitive based on material
evaluations and texture lookups in response to closest hit reports
the TTU 700 provided for particular object geometry.
The FIG. 10B more detailed diagram of a ray-tracing pipeline
flowchart shows the data flow and interaction between components
for a representative use case: tracing rays against a scene
containing geometric primitives, with instance transformations
handled in hardware. In one example non-limiting embodiment, the
ray-tracing pipeline of FIG. 10B is essentially software-defined
(which in example embodiments means it is determined by the SMs
132) but makes extensive use of hardware acceleration by TTU 700.
Key components include the SM 132 (and the rest of the compute
pipeline), the TTU 700 (which serves as a coprocessor to SM), and
the L1 cache and downstream memory system, from which the TTU
fetches BVH and triangle data.
The pipeline shown in FIG. 10B shows that bounding volume hierarchy
creation 1002 can be performed ahead of time by a development
system. It also shows that ray creation and distribution 1004 are
performed or controlled by the SM 132 or other software in the
example embodiment, as shading (which can include lighting and
texturing). The example pipeline includes a "top level" BVH tree
traversal 1006, ray transformation 1014, "bottom level" BVH tree
traversal 1018, and a ray/triangle (or other primitive)
intersection 1026 that are each performed by the TTU 700. These do
not have to be performed in the order shown, as handshaking between
the TTU 700 and the SM 132 determines what the TTU 700 does and in
what order.
The SM 132 presents one or more rays to the TTU 700 at a time. Each
ray the SM 132 presents to the TTU 700 for traversal may include
the ray's geometric parameters, traversal state, and the ray's ray
flags, mode flags and ray operations information. In an example
embodiment, a ray operation (RayOp) provides or comprises an
auxiliary arithmetic and/or logical test to suppress, override,
and/or allow storage of an intersection. The traversal stack may
also be used by the SM 132 to communicate certain state information
to the TTU 700 for use in the traversal. A new ray query may be
started with an explicit traversal stack. For some queries,
however, a small number of stack initializers may be provided for
beginning the new query of a given type, such as, for example:
traversal starting from a complet; intersection of a ray with a
range of triangles; intersection of a ray with a range of
triangles, followed by traversal starting from a complet; vertex
fetch from a triangle buffer for a given triangle, etc. In some
embodiments, using stack initializers instead of explicit stack
initialization improves performance because stack initializers
require fewer streaming processor registers and reduce the number
of parameters that need to be transmitted from the streaming
processor to the TTU.
In the example embodiment, a set of mode flags the SM 132 presents
with each query (e.g., ray) may at least partly control how the TTU
700 will process the query when the query intersects the bounding
volume of a specific type or intersects a primitive of a specific
primitive type. The mode flags the SM 132 provides to the TTU 700
enable the ability by the SM and/or the application to e.g.,
through a RayOp, specify an auxiliary arithmetic or logical test to
suppress, override, or allow storage of an intersection. The mode
flags may for example enable traversal behavior to be changed in
accordance with such aspects as, for example, a depth (or distance)
associated with each bounding volume and/or primitive, size of a
bounding volume or primitive in relation to a distance from the
origin or the ray, particular instances of an object, etc. This
capability can be used by applications to dynamically and/or
selectively enable/disable sets of objects for intersection testing
versus specific sets or groups of queries, for example, to allow
for different versions of models to be used when application state
changes (for example, when doors open or close) or to provide
different versions of a model which are selected as a function of
the length of the ray to realize a form of geometric level of
detail, or to allow specific sets of objects from certain classes
of rays to make some layers visible or invisible in specific
views.
In addition to the set of mode flags which may be specified
separately for the ray-complet intersection and for ray-primitive
intersections, the ray data structure may specify other RayOp test
related parameters, such as ray flags, ray parameters and a RayOp
test. The ray flags can be used by the TTU 700 to control various
aspects of traversal behavior, back-face culling, and handling of
the various child node types, subject to a pass/fail status of an
optional RayOp test. RayOp tests add flexibility to the
capabilities of the TTU 700, at the expense of some complexity. The
TTU 700 reserves a "ray slot" for each active ray it is processing,
and may store the ray flags, mode flags and/or the RayOp
information in the corresponding ray slot buffer within the TTU
during traversal.
In the example shown in FIG. 10B, the TTU 700 performs a top level
tree traversal 1006 and a bottom level tree traversal 1018. In the
example embodiment, the two level traversal of the BVH enables fast
ray tracing responses to dynamic scene changes.
Ray transformation 1014 provides the appropriate transition from
the top level tree traversal 1006 to the bottom level tree
traversal 1018 by transforming the ray, which may be used in the
top level traversal in a first coordinate space (e.g., world
space), to a different coordinate space (e.g., object space) of the
BVH of the bottom level traversal. An example BVH traversal
technique using a two level traversal is described in previous
literature, see, e.g., Woop, "A Ray Tracing Hardware Architecture
for Dynamic Scenes", Universitat des Saarlandes, 2004, but
embodiments are not limited thereto.
In some embodiments, the top level traversal (in world space) is
made in a BVH that may be dynamically recalculated (e.g., by SM
132) in response to changes in the scene, and the bottom level
traversal is made in a BVH of bounding volumes that remain static
or substantially static even when changes in the scene occur. The
bounding volumes in the BVH used for the bottom level tree
traversal 1018 (in object space) may encompass more detailed
information regarding the scene geometry than the respective
bounding volumes used in the top level tree traversal 1006, thereby
avoiding or at least reducing the modification of the bottom level
traversal BVH in response to scene changes. This helps to speed up
ray tracing of dynamic scenes.
Example Top Level Tree Traversal
The top level tree traversal 1006 by TTU 700 receives complets from
the L1 cache 1012, and provides an instance to the ray
transformation 1014 for transformation, or a miss/end output 1013
to the SM 132 for closest hit shader 1015 processing by the SM
(this block can also operate recursively based on non-leaf nodes/no
hit conditions). In the top level tree traversal 1006, a next
complet fetch step 1008 fetches the next complet to be tested for
ray intersection in step 1010 from the memory and/or cache
hierarchy and ray-bounding volume intersection testing is done on
the bounding volumes in the fetched complet.
As described above, an instance node connects one BVH to another
BVH which is in a different coordinate system. When a child of the
intersected bounding volume is an instance node, the ray
transformation 1014 is able to retrieve an appropriate transform
matrix from the L1 cache 1016. The TTU 700, using the appropriate
transform matrix, transforms the ray to the coordinate system of
the child BVH. U.S. patent application Ser. No. 14/697,480, which
is already incorporated by reference, describes transformation
nodes that connect a first set of nodes in a tree to a second set
of nodes where the first and second sets of nodes are in different
coordinate systems. The instance nodes in example embodiments may
be similar to the transformation nodes in U.S. application Ser. No.
14/697,480. In an alternative, non-instancing mode of TTU 700 shown
in FIG. 10C, the TTU does not execute a "bottom" level tree
traversal 1018 and noninstanced tree BVH traversals are performed
by blocks 1008, 1010 e.g., using only one stack. The TTU 700 can
switch between the FIG. 10B instanced operations and the FIG. 10C
non-instanced operations based on what it reads from the BVH and/or
query type. For example, a specific query type may restrict the TTU
to use just the non-instanced operations. In such a query, any
intersected instance nodes would be returned to the SM.
In some non-limiting embodiments, ray-bounding volume intersection
testing in step 1010 is performed on each bounding volume in the
fetched complet before the next complet is fetched. Other
embodiments may use other techniques, such as, for example,
traversing the top level traversal BVH in a depth-first manner.
U.S. Pat. No. 9,582,607, already incorporated by reference,
describes one or more complet structures and contents that may be
used in example embodiments. U.S. Pat. No. 9,582,607 also describes
an example traversal of complets.
When a bounding volume is determined to be intersected by the ray,
the child bounding volumes (or references to them) of the
intersected bounding volume are kept track of for subsequent
testing for intersection with the ray and for traversal. In example
embodiments, one or more stack data structures is used for keeping
track of child bounding volumes to be subsequently tested for
intersection with the ray. In some example embodiments, a traversal
stack of a small size may be used to keep track of complets to be
traversed by operation of the top level tree traversal 1006, and
primitives to be tested for intersection, and a larger local stack
data structure can be used to keep track of the traversal state in
the bottom level tree traversal 1018.
Example Bottom Level Tree Traversal
In the bottom level tree traversal 1018, a next complet fetch step
1022 fetches the next complet to be tested for ray intersection in
step 1024 from the memory and/or cache hierarchy 1020 and
ray-bounding volume intersection testing is done on the bounding
volumes in the fetched complet. The bottom level tree traversal, as
noted above, may include complets with bounding volumes in a
different coordinate system than the bounding volumes traversed in
the upper level tree traversal. The bottom level tree traversal
also receives complets from the L1 cache and can operate
recursively or iteratively within itself based on non-leaf/no-hit
conditions and also with the top level tree traversal 1006 based on
miss/end detection. Intersections of the ray with the bounding
volumes in the lower level BVH may be determined with the ray
transformed to the coordinate system of the lower level complet
retrieved. The leaf bounding volumes found to be intersected by the
ray in the lower level tree traversal are then provided to the
ray/triangle intersection 1026.
The leaf outputs of the bottom level tree traversal 1018 are
provided to the ray/triangle intersection 1026 (which has L0 cache
access as well as ability to retrieve triangles via the L1 cache
1028). The L0 complet and triangle caches may be small read-only
caches internal to the TTU 700. The ray/triangle intersection 1026
may also receive leaf outputs from the top level tree traversal
1006 when certain leaf nodes are reached without traversing an
instanced BVH.
After all the primitives in the primitive range have been
processed, the Intersection Management Unit inspects the state of
the result Queue and crafts packets to send to the Stack Management
Unit and/or Ray Management Unit to update the ray's attributes and
traversal state, set up the ray's next traversal step, and/or
return the ray to the SM 132 (if necessary). If the result queue
contains opaque or alpha intersections found during the processing
of the primitive range then the Intersection Management Unit
signals the parametric length (t) of the nearest opaque
intersection in the result queue to the ray management unit to
record as the ray's tmax to shorten the ray. To update the
traversal state to set up the ray's next traversal step the
Intersection Management Unit signals to the Stack Management Unit
whether an opaque intersection from the primitive range is present
in the resultQueue, whether one or more alpha intersections are
present in the result queue, whether the resultQueue is full,
whether additional alpha intersections were found in the primitive
range that have not been returned to the SM and which are not
present in the resultQueue, and the index of the next alpha
primitive in the primitive range for the ray to test after the SM
consumes the contents of the resultQueue (the index of the next
primitive in the range after the alpha primitive with the highest
memory-order from the current primitive range in the result
queue).
When the Stack Management Unit 740 receives the packet from
Intersection Management Unit 722, the Stack Management Unit 740
inspects the packet to determine the next action required to
complete the traversal step and start the next one. If the packet
from Intersection Management Unit 722 indicates an opaque
intersection has been found in the primitive range and the ray mode
bits indicate the ray is to finish traversal once any intersection
has been found the Stack Management Unit 740 returns the ray and
its results queue to the SM with traversal state indicating that
traversal is complete (a done flag set and/or an empty top level
and bottom level stack). If the packet from Intersection Management
Unit 722 indicates that there opaque or alpha intersection in the
result queue and that there are remaining alpha intersections in
the primitive range not present in the result queue that were
encountered by the ray during the processing of the primitive range
that have not already been returned to the SM, the Stack Management
Unit 740 returns the ray and the result queue to the SM with
traversal state modified to set the cull opaque bit to prevent
further processing of opaque primitives in the primitive range and
the primitive range starting index advanced to the first alpha
primitive after the highest alpha primitive intersection from the
primitive range returned to the SM in the ray's result queue. If
the packet from Intersection Management Unit 722 indicates that no
opaque or alpha intersections were found when the ray processed the
primitive range the Stack Management Unit 740 pops the top of stack
entry (corresponding to the finished primitive range) off the
active traversal stack. If the packet from Stack Management Unit
740 indicates or that either there are opaque intersections in the
result queue and the ray mode bits do not indicate that the ray is
to finish traversal once any intersection has been found and/or
there are alpha intersections in the result queue, but there were
no remaining alpha intersections found in the primitive range not
present in the result queue that have not already been returned to
the SM the Stack Management Unit 740 pops the top of stack entry
(corresponding to the finished primitive range) off the active
traversal stack and modifies the contents of the result queue to
indicate that all intersections present in the result queue come
from a primitive range whose processing was completed.
If the active stack is the bottom stack, and the bottom stack is
empty the Stack Management Unit 740 sets the active stack to the
top stack. If the top stack is the active stack, and the active
stack is empty, then the Stack Management Unit 740 returns the ray
and its result queue to the SM with traversal state indicating that
traversal is complete (a done flag set and/or an empty top level
and bottom level stack). If the active stack contains one or more
stack entries, then the Stack Management Unit 740 inspects the top
stack entry and starts the next traversal step. Testing of
primitive and/or primitive ranges for intersections with a ray and
returning results to the SM 132 are described in co-pending U.S.
application Ser. No. 16/101,148 entitled "Watertight Ray Triangle
Intersection" and U.S. application Ser. No. 16/101,196 entitled
"Method for Handling Out-of-Order Opaque and Alpha Ray/Primitive
Intersections", which are hereby incorporated by reference in their
entireties.
While the above disclosure is framed in the specific context of
computer graphics and visualization, ray tracing and the disclosed
traversal coprocessor could be used for a variety of applications
beyond graphics and visualization. Non-limiting examples include
sound propagation for realistic sound synthesis, simulation of
sonar systems, design of optical elements and systems, particle
transport simulation (e.g., for medical physics or experimental
high-energy physics), general wave propagation simulation,
comparison to LIDAR data for purposes e.g., of robot or vehicle
localization, and others. OptiX.TM. has already been used for some
of these application areas in the past.
Example Ray Primitive Traversal without Shader Intervention
As discussed above, the TTU 700 includes dedicated hardware to
determine whether a ray intersects bounding volumes and dedicated
hardware to determine whether a ray intersects primitives of the
tree data structure. The primitives of the tree data structure may
include different geometric primitives (e.g., points, lines,
triangles, quads, meshes, etc.), which are identified in the leaf
nodes of the tree data structure. At least some of the primitives
(e.g., triangles) may include a type designator to distinguish
between different types of primitives. As discussed with reference
to FIGS. 5A-5C, different types of triangles may include opaque
triangles and alpha triangles. The TTU 700 includes hardware that
is configured to fully determine intersections for some type of
primitives, while for other primitives the TTU 700 may only by
itself determine possible intersections. For example, the TTU may
fully determine that a ray intersects an opaque triangle. For alpha
triangles, the TTU may only be able to determine that an
intersection is possible and will need for the SM to resolve (e.g.,
based on texture information) whether or not the ray intersects a
texture applied to the transparent triangle surface and/or whether
the texture will block the ray.
In one embodiment, the TTU 700 may be configured to return all
primitives determined to intersect the ray to the SM 132 for
further processing. However, returning each intersected primitive
and possibly intersected primitive to the SM 132 is costly in terms
of interface and thread synchronization. In addition, the SM 132
will need resources to process at least some of the returned
primitives to determine, for example based on texture mapping
information, whether or not the ray intersects a texture applied to
the transparent triangle and/or whether the ray will be blocked by
the texture.
The TTU 700 provides a hardware solution to determine which
intersected primitives can be omitted from the results provided to
the SM 132 without a functional impact on visualization of the
resulting scene. This allows for the TTU 700 to continue traversal
of the BVH without intervention of a shader implemented in the SM
with or without other associated hardware. For example, the TTU 700
may be configured to omit those primitives which are positioned
behind an opaque primitive relative to a ray origin because, as
discussed with reference to FIGS. 5A-5C, a ray in a scene will be
blocked by an opaque primitive and will not reach other primitives
even through the ray spatially intersects with them.
To handle the different primitive hit types, the Intersection
Management Unit 722 of the TTU 700 may maintain a resultQueue data
structure which contains storage for each ray for one opaque
primitive intersection, or one alpha primitive intersection, and
zero or more additional entries for additional alpha intersections.
The resultQueue can be returned to the SM 132 when a query
completes or in mid-traversal if the need should arise for SM
intervention (for example, if the number of alpha hits found within
a single triangle range exceeds the storage capacity for alphaHits
of the resultQueue).
FIG. 11 is a flowchart of an example non-limiting method for
accelerated ray-primitives intersection test. The method may be
performed by a TTU 700 disclosed in this application, but is not so
limited.
The method includes receiving a request for a nearest intersection
between a query data structure and a primitive range 1110. The
request may be received from an SM or may be the result of
ray-complet test performed by the ray-complet test path of the TTU.
In some embodiments the query data structure may be a ray given by
its three-coordinate origin, three-coordinate direction, and
minimum and maximum values for the t-parameter along the ray. The
primitive range for the request may be identified in one or more
stack entries of a stack management block in the TTU. The stack
entries may be made based on results of finding intersected leaf
nodes of a BVH in the ray-complet test path of the TTU.
The primitive range is retrieved from memory 1112. The primitive
range may be retrieved from the TTU memory (e.g., triangle cache
754 of L0 cache 750) or memory outside of the TTU. The primitive
range may for example be provided in a contiguous group of
cacheline-sized blocks. Each cacheline-sized block may include a
header identifying the type of geometry expressed within the block
and a primitive type of each primitive in the block. For example,
the header may identify that the block includes triangles and
indicate whether each triangle is an alpha primitive or an opaque
primitive. The header may include an alpha bit for each primitive
to designate whether the respective primitive is an alpha primitive
or an opaque primitive.
The method includes testing primitives in the primitive range for
intersection with the ray 1114. Testing the primitives may include
determining whether the ray intersects an area identified by the
primitive (e.g., by vertices of a triangle in object-space
coordinates). Each primitive in the primitive range may be tested
for an intersection with the ray. To test the ray against the area
identified by the vertices, the ray-triangle test path of the TTU
700 may transform the ray into the object-space coordinates of the
primitive range using instance transforms.
The method includes omitting intersected primitives which can be
determined to not have a functional impact on visualizing a
resulting scene 1116. In one embodiment, an Intersection Management
Unit 722 (see FIG. 9) may determine which spatially intersected
primitives can be omitted from the results provided to the SM 132.
The TTU 700 may determine that one or more spatially intersected
primitives in the primitive range are occluded along the ray by
another intersecting opaque triangle that is closer to the ray
origin. Because a closer opaque primitive in a scene will block the
ray from passing through the primitive, the spatially intersected
primitives occluded with respect to the ray origin by the opaque
triangle do not need to be included in the result of intersected
primitives and can be removed from the results to be reported to
the SM 132 if they were previously added.
With reference to FIG. 5A, when the TTU determines that the ray
intersects a front primitive which is opaque, the TTU can omit
spatially intersected primitives behind the opaque primitive from
the results. In FIG. 5B, the front spatially intersected primitive
is an alpha primitive which may allow for the ray to pass through
and hit other primitives. Primitives behind an alpha primitive
should not be omitted from the reported results because the ray
may, depending on location and or type of texture, pass though the
alpha primitive and hit other primitives behind the alpha
primitive. In some examples, the TTU may not able to determine by
itself (e.g., without intervention of the SM) whether a spatial
intersection alpha triangle will block a ray or allow the ray to
pass to other primitives.
Accordingly, when the TTU determines that the ray spatially
intersects an alpha primitive, the TTU adds the intersected alpha
primitive to the results and continues the ray-primitive
intersection test to determine any other spatially intersected
primitives in the primitive range, which may be behind or in front
of the alpha primitive with reference to the direction of the ray.
With reference to FIG. 5C, because the first two spatially
intersected primitives are alpha primitives, both of the alpha
primitives will be added to the result together with the opaque
primitive.
In one embodiment, the TTU may omit primitives behind a spatially
intersected opaque primitive only if all of the intersected
primitives in the range are opaque. In another embodiment, the TTU
may ignore primitives behind a spatially intersected opaque
primitive regardless of whether other spatially intersected
primitives are opaque or alpha primitives. In this example, the
spatially intersected primitives which are excluded from the
results may include opaque and/or alpha primitives.
The spatially intersected primitives which could have a functional
impact on a resulting scene may be stored in a result queue (e.g.,
in the Intersection Management Unit 722). The result queue provides
a data structure within the TTU co-processor 700 for storing one or
more opaque or alpha primitive intersections found during
traversal.
In one embodiment, the operation of the TTU co-processor 700 and
the result queue allows the SM to defer alpha tests and potentially
avoid them altogether if a closer opaque intersection occludes an
alpha intersection. Testing of some primitives can be eliminated by
shortening the ray. However, when a primitive range is tested for
intersections, all the primitives in the range may be tested by the
TTU co-processor 700. When a TTU result includes an alpha
intersection with other remaining primitives, the remaining
primitives are retested when the request is launched. This
configuration of the SM and the TTU co-processor 700 allows for the
alpha tests to be deferred from the SM perspective.
FIG. 12 illustrates a result queue 1200 according to an exemplary
embodiment of this disclosure. The result queue 1200 may include an
entry 1210 for one opaque primitive intersection or one alpha
primitive intersection. The result queue 1200 may optionally
include one or more additional entries 1220, 1230 for additional
alpha intersections.
In one exemplary embodiment, each result queue entry specifies a
hit type and a parametric length which specifies the point along
the ray where the hit occurred and attributes of the hit such as
the instance ID or material ID which can be used by the SM to
select a specific material shader and a set of resource bindings,
and primitive IDs and (u,v) coordinates which can be used by the SM
during shading to retrieve and interpolate attributes or sample
textures.
In other embodiments, the result queue may include separate queues
for opaque primitives and alpha primitives. For example, the result
queue may include a single entry for an opaque primitive
intersection and one or more entries for alpha primitive
intersections.
The method includes returning the results of intersected primitives
to the SM 1118. The results may be returned to the SM when a
request completes or in mid-traversal if the need should arise for
SM intervention (for example, if the number of alpha hits found
within a single triangle range exceeds the storage capacity for
alphaHits of the result queue). If all of the primitives in the
request are opaque, then the TTU can return only the closest opaque
primitive to the SM. However, if the primitives include a mixture
of opaque and alpha primitives, a plurality of alpha primitives may
be intersected by the ray. Intersection information for each of the
intersected alpha primitives may be returned to the SM for further
processing (e.g., to determine if there is a hit based on texture
information associated with the alpha primitive).
The SM may use the results to build the scene, issue additional
queries to the TTU, and/or modify previously issued queries to the
TTU. In one embodiment, spatially intersected primitives with the
alpha bit set are returned to SM even if traversal has not
completed. The spatially intersected primitives may be returned to
the SM with traversal stack information which contains the state
required to continue traversal if software determines that the
triangle was in fact transparent. In one embodiment, the TTU may
return the results to the SM after all of the primitives in the
primitive range have been tested. In this embodiment, the size of
the result queue needs to be sufficient to store all of the
results.
In practice, due to physical constraints, the result queue size may
be limited to a single entry or few entries. For example, the
result queue may include a single entry for the opaque intersection
or the alpha intersection. In another example, the result queue may
include a single entry for the opaque intersection and a plurality
of entries (e.g., four entries) for the alpha intersections. When
an intersection which cannot be discarded is identified and the
result queue is full, the TTU may return the results in the result
queue to the SM with information for the SM to be able to resubmit
the ray test request after processing one or more of the primitives
identified in the results. For example, SM may resubmit the ray
test request which skips over one or more primitives that have
already been returned to the SM. Accordingly, if multiple alpha
primitives are intersected in a ray, intersection information for
each intersected alpha primitive may be returned one by one to the
SM.
In another example, when an intersection which cannot be omitted is
identified and the result queue is full, the IMU may replace one of
the entries in the queue with the new intersection. This may be
done when deterministic results should be reported to the SM and
the results of the intersections need to be returned in the order
the intersections are found in memory address order of the
primitive range.
Example Ray Continued Bounding Volume Hierarchy Traversal without
Shader Intervention
In a more specific example, the TTU operates by tracing rays
through a generated BVH which includes internal nodes, instance
transforms, item ranges, and triangle ranges. Internal node
intersections traverse further into the hierarchy. Instance node
intersection can do a hardware accelerated instance transform and
then continue traversal on the instanced child BVH. Item ranges are
returned to the SM. Triangle ranges can use specific hardware
acceleration inside the TTU in the Ray Triangle Test (RTT) block to
determine an intersection between a ray and a specific triangle. In
general a query is concerned about either the closest interaction
to the ray origin or simply that there was an intersection.
The TTU has two types of triangles that it intersects: opaque and
alpha. The type of triangle can be designated by a flag (e.g., an
alpha triangle flag). An opaque triangle is one for which the
intersection can be fully determined by the mathematical
intersection of a ray and that triangle. This intersection can be
determined in the ray-triangle test path of the TTU. An alpha
triangle, on the other hand, is one for which the intersection
cannot be fully determined by the mathematical intersection of a
ray and that triangle. For alpha triangles, the ray-triangle test
path of the TTU determines that there could be an intersection and
the information about the possible intersection is sent to the SM
to determine the presence of absence of an actual intersection. The
SM can perform software based processing to determine specifics of
the ray and alpha triangle intersection and modify the ray-triangle
query based on this determination. An example use of an alpha
triangle is in foliage where a leaf may be represented by a single
triangle to which a texture is applied to define a tighter bound
around the actual leaf shape. This concept is illustrated in FIGS.
6A and 6B where a texture 615 of a leaf is applied to a portion of
the triangle 610. The alpha triangle flag can also be applied to
otherwise opaque triangles so that the TTU returns every triangle
intersected by the ray. In one example, a flag can be set when the
query is made to treat every triangle as if it is translucent to
get back everything that is intersected and not just the
closest.
In example non-limiting embodiments, alpha triangles need further
processing by the SM to determine an actual intersection. Opaque
triangles do not. The TTU is provided with the Intersection
Management Unit (IMU) which allows the TTU to not have to return
all intersected triangles to the SM. Reducing those returns is
desirable since a return to the SM requires a warp-wide
synchronization.
To handle the different primitive hit types, the IMU of the TTU
maintains a resultQueue data structure which contains storage for
each ray for one opaque primitive intersection, or one alpha
primitive intersection, and zero or more additional entries for
additional alpha intersections. The resultQueue can be returned to
the SM when a query completes or in mid-traversal if the need
should arise for SM intervention (for example, if the number of
alpha hits found within a single triangle range exceeds the storage
capacity for alphaHits of the resultQueue).
The TTU may present a contract that is partially implemented in the
IMU: 1. The TTU is allowed to skip anything that is not intersected
by the ray. 2. The TTU is allowed to skip anything that lies behind
an opaque triangle when the triangle is hardware intersected. 3.
Conversely, the TTU must report a hit for anything intersected by
the ray that does not lie behind a hardware-intersected opaque
triangle. 4. If the ray intersects only opaque triangles, the TTU
reports the nearest hit and nothing else. 5. If the ray intersects
primitives other than (or in addition to) opaque triangles, there
may be multiple hits, which the TTU is allowed to report in any
order. 6. For primitives that are not hardware-intersected (i.e.,
non-triangles), the TTU must report a hit for anything that is
intersected by the ray and may report a hit for anything that might
be intersected by the ray. In other words, false positives are
allowed. 7. The application is allowed to shorten the ray when
continuing traversal with a subsequent query, but the ray must
otherwise remain unchanged.
FIG. 13 is a flowchart of an example non-limiting method for
accelerated ray-triangle intersection test. The method may be
performed by a TTU 700 disclosed in this application, but is not so
limited.
The TTU 700 may be configured to handle a certain geometry type
primitives in the ray-primitive test path of the TTU 700. In some
implementations, other primitive types may not be supported in the
ray-primitive path of the TTU 700. Primitive types not supported in
the ray-primitive path of the TTU 700 may be returned to the SM for
processing (e.g., after being identified in the ray-complet test
path of the TTU). The flowchart in FIG. 13 is explained with
reference to a TTU that is configured to handle triangles in the
ray-primitive test path, but is not so limited. The ray-primitive
test path of the TTU may be configured to determine intersections
for other primitives, and may be configured to determine
intersections for a plurality of different primitives. In some
embodiments, the TTU may include a plurality of ray-primitive test
paths each configured to handle a different primitive.
The flowchart illustrated in FIG. 13 includes the TTU 700 receiving
a query requesting a nearest intersection between a ray and a
triangle range (step 1310). The query may be received by the ray
management block 730 from an SM 132 or may be initiated based on
the result of ray-complet test performed by the ray-complet test
path of the TTU. The query may request a closest hit intersection
or any intersection.
The ray may be identified by its three-coordinate origin,
three-coordinate direction, and minimum and maximum values for the
t-parameter along the ray. The triangle range for the query may be
identified in one or more stack entries of a stack management block
740 in the TTU. In one embodiment, the ray-complet test may
identify one or more intersected leaf nodes of a tree which point
to a range of triangles or items. The triangle range can be a set
of consecutive triangles that start at the n-th triangle in a block
of memory and run for zero or more blocks until the m-th triangle
of the last block. A block may be a cache line (e.g., 128B). The
triangles may be compressed in the cache lines, with a varying
number of triangles in each cache line. A range of triangles could
span over a varying number of cache lines.
The triangle range is retrieved from memory (step 1312). The
triangle range may be retrieved from the TTU memory (e.g., triangle
cache 754 of L0 cache 750) or memory 140 outside of the TTU 700.
The triangle range may be provided in a contiguous group of
cacheline-sized block. Each cacheline-sized block may include a
header identifying the type of geometry expressed within the block
and a primitive type of each primitive in the block. In one
example, the header may identify the type of geometry expressed
within the block and the encoding scheme (for example, compressed
triangles), the number of primitives in the block (minus one), and
a set of ForceNoCull bits which indicate whether culling should be
disabled for each primitive in the block, and a set of Alpha bits
which indicate for each primitive in the block whether the
primitive is an Alpha primitive or an Opaque primitive.
The method includes testing a triangle in the triangle range for
intersection with the ray (step 1314). Because the block with the
triangle range can encode multiple opaque or alpha primitives in
any order, and the triangle range can span multiple blocks returned
in arbitrary order by the memory subsystem of the TTU 700, the
first triangle tested may not be the closest triangle to the ray
origin. The ray-triangle test and transform block 720 may test the
triangle for intersection with the ray. If the ray-triangle test
and transform block 720 determines an intersection, the
ray-triangle test and transform block 720 may pass information
about the intersection to the IMU 722. Testing the triangle for
intersection may include determining whether the ray intersects an
area identified by vertices of the triangle. The ray-triangle test
and transform block 720 may transform the ray into object-space
coordinates of the triangle before performing the intersection
test.
If there is no intersection between the triangle and the ray (No in
step 1316), then the triangle can be omitted from the results and a
determination is made as to whether there is another triangle in
the range to be tested (step 1318). If there is another triangle to
be tested in the triangle range (Yes in step 1318), either in the
same block or another block associated with the triangle range,
then the triangle-ray test may be performed on the next triangle
(step 1314). If there are no other triangles in the triangle range
to be tested (No in step 1318), then the ray-triangle test is
complete and the results of the ray-triangle test can be sent to
the SM or another block inside or outside of the TTU 700 initiating
the query (step 1320). Returning the results, in step 1320, may
provide the parametric opaque intersection in the triangle range
which is closest to the ray origin. The results may provide the
opaque triangle ID, along with the t-value, and coordinates of the
intersection (e.g., barycentric coordinates of the intersection).
If no intersections are identified in the triangle range, the
result to the SM will indicate that no intersections were
found.
If there is an intersection between the triangle and the ray (Yes
in step 1316), then a determination is made in step 1322 whether
the triangle is an opaque triangle. This determination may be
performed by the IMU 722 based on the alpha bit associated with the
triangle. If the intersection is with an opaque triangle (Yes in
step 1322), then the IMU 722 may determine whether the intersected
opaque triangle is closer to the ray origin than an opaque triangle
stored in the result queue (step 1324). If the intersected opaque
triangle is closer to the ray origin than a previously stored
opaque triangle in the result queue (Yes in step 1324), then the
intersected opaque triangle intersection will replace the
previously stored opaque triangle intersection in the result queue
(step 1326). Similarly, if the there is no opaque triangle stored
in the result queue, then the intersected opaque triangle is the
closest intersection to the ray origin and will be stored in the
queue (step 1326).
Determining whether the intersected opaque triangle is closer to
the ray origin than an opaque triangle stored in the result queue
may include the IMU 722 comparing whether a triangle's t-value
representing a parametric length along the ray (point along the ray
where the intersection occurred) is smaller than a t-value
representing a parametric length of the opaque triangle stored in
the queue. The triangle having the smaller t-value is stored in the
result queue because it is closer to the ray origin and hides other
triangles from the viewer along the ray. Triangles having a larger
parametric length will be culled.
In determining which intersection is closer (step 1324), two
triangles could have the same parametric intersection value.
"T-fighting" may exist in two triangle blocks of the same triangle
range. In one embodiment, whichever triangle would go first by
memory return order would win and be stored in the result
queue.
In some exemplary embodiments, when a new opaque triangle
intersection is stored in the result queue (step 1326), the length
of the ray may be shortened to the parametric length of the opaque
triangle's intersection. In this manner, when the ray-triangle
intersection is repeated for other triangles, the TTU will not
record an incoming opaque or alpha intersection in the results
queue if its t-value is beyond the t-value of the opaque
intersection stored in the result queue. To provide deterministic
results (e.g., when two triangles could have the same t-value), the
ray may only be shortened after an entire triangle range has been
processed. The closest intersection test in step 1324 may be
sufficient to cull further triangles without needing to shorten the
ray until all of the triangles in the triangle range are tested for
intersections.
If the intersected opaque triangle is not closer to the ray origin
than a previously stored opaque triangle in the result queue (No in
step 1324), then the intersected opaque triangle is not added to
the result queue and a determination is made whether there are any
additional triangles in the range (step 1318). If there is another
triangle to be tested in the triangle range (Yes in step 1318)
either in same block or another block associated with the triangle
range, then the triangle-ray test may be performed on the next
triangle (step 1314). If there are no other triangles in the
triangle range to be tested (No in step 1318), then the
ray-triangle test is complete and the results of the ray-triangle
test can be sent to the SM (step 1320).
Accordingly, after an intersection of an opaque triangle, rather
than return that triangle intersection to be recorded by the SM,
the IMU unit instead stores the triangle information and the
distance at which the triangle was hit. The ray may be internally
shortened in the TTU such that any item or triangles beyond that
opaque triangle are culled.
When an alpha triangle intersection is determined with a ray, the
TTU should return that alpha triangle to the SM. If there are no
previous intersections, the TTU returns the alpha triangle to the
SM for further processing, along with information on how to
continue the traversal at the next step. In one implementation,
that information is contained in a stack whose entries control
traversal. It is not necessary that the traversal is controlled by
a stack implantation. In the case that the SM determines an actual
hit for the alpha triangle based on further processing, it may
shorten the length of the ray such that any items or triangles
beyond that alpha triangles are culled.
In an implementation with a single entry result queue (and single
entry return to the SM), after an intersection of an alpha
triangle, it is possible that a previous opaque triangle has
already been intersected. To not lose that original intersection,
the IMU first returns that opaque triangle to the SM along with
information on how to continue traversal at the testing of that
same intersected alpha triangle. When SM continues that traversal,
the first thing to happen is the alpha triangle intersection which
can then be returned since there would be no previous intersection
in that same query.
As shown in FIG. 13, if the intersection is with an alpha triangle
(No in step 1322), then a determination is made as to whether there
is an opaque intersection stored in the results queue (step 1330).
If there is already an opaque intersection stored in the results
queue (Yes in step 1330), then the result queue is returned to the
SM 132 along with information on how to continue traversal. After
returning the opaque triangle to the SM 132, the TTU may receive
another query from the SM 132. The other query may modify the
previously issued query so that the triangle range to be tested
does not include the intersected opaque triangle that was already
returned to the SM 132. The other query may also update the length
of the ray to the parametric length of the intersection, so that
any triangles spatially located behind the opaque triangle are not
intersected by the ray.
In this example, the TTU 700 returns the stored intersection to the
calling thread with a request to ask again for the ray-triangle
query because there are more triangles that need to be tested. The
SM 132 may use the information on how to continue traversal to
issue a query to the TTU 700 to continue the ray intersection test
for the triangle range starting at the triangle following in memory
the returned opaque triangle. In this manner, the TTU 700 will once
again identify the alpha triangle intersection, but this time there
will not be an opaque triangle intersection stored in the result
queue and the alpha triangle can be returned to the SM 132 for
further processing (e.g., to determine if there is an actual
hit).
If there is no opaque intersection stored in the results queue (No
in step 1330), then the alpha triangle intersection may be returned
(step 1334) to the SM 132 along with information on how to continue
traversal. In this example, the intersected triangles with the
alpha bit set are returned to SM even if traversal has not
completed. After returning the opaque triangle to the SM 132, the
TTU 700 may receive another query from the SM 132. The SM 132 may
issue the other query for the TTU 700 based on the SM 132 resolving
(e.g., based on texture information) whether or not the ray
intersects a texture applied to the alpha triangle surface and/or
whether the texture will block the ray. The other query may modify
the previously issued query so that the triangle range does not
include the intersected alpha triangle that was previously returned
to the SM 132. If the SM 132 determines that the alpha triangle is
blocked by the ray, the SM 132 may shorten the length of the ray to
the parametric length of the intersection and return the other
query to the TTU 700 with a modified ray length so that any items
or triangles beyond that alpha triangles are culled. If the SM 132
determines that the alpha triangle was not blocked by the ray, the
SM 132 may maintain the same ray parameters in the other query but
modify the range of triangles to be tested.
In this example, the result queue may include a single entry for an
opaque triangle intersection or an alpha triangle intersection (see
entry 1210 in FIG. 12). However, other embodiments may include one
or more additional entries for additional alpha triangle
intersections (see entries 1220 and 1230 in FIG. 12).
In one example, if the IMU includes a results queue with space for
multiple alpha triangles (e.g., entries 1220 and 1230) and a new
alpha triangle intersection is identified, the new alpha triangle
intersection may be stored in the queue with other previously
identified alpha triangle intersections. After testing all of the
triangles in the triangle range, the alpha triangles in the result
queue may be returned to the SM 132 for further processing.
In some cases, the size of the result queue may not be sufficient
to store all of the alpha triangle intersections in the triangle
range being tested. In one embodiment, the triangles in the queue
may be returned to the SM 132 when the alpha triangle queue is full
and another intersected alpha triangle is determined. Together with
the results the SM 132 is notified that other alpha triangles exist
in the triangle range and that the query needs to continue testing
of the triangle range. The SM 132 may issue another query to test
intersections in the remaining triangles of the triangle range.
In other embodiments, when a new alpha triangle intersection is
determined and the result queue is full, the IMU 722 may replace
one of the stored alpha triangle entries in the queue with the new
alpha triangle entry, if the new alpha triangle appears earlier in
the memory address order than one of the alpha triangles stored in
the result queue. Accordingly, the TTU 700 will test all of the
triangles in the triangle range and return a set of alpha triangle
intersections in memory address order regardless of whether the
alpha triangles intersections are parametrically closer or further
away from the ray origin. When the set of alpha triangle
intersections are returned to the SM 132, the results may be
returned to the SM 132 with traversal stack information which
contains the state required to continue traversal to determine any
remaining alpha triangle intersections in the triangle range.
In one embodiment with the result queue including a single entry
for alpha intersection, the IMU 722 may apply a protocol to provide
deterministic results to the SM 132 independent of the memory order
in which the triangles of the triangle range are provided to the
TTU 700 for ray-triangle intersection testing. In this protocol,
the nearest alpha hit in memory order is maintained in the result
queue instead of the parametrically nearest alpha hit. This
protocol may be applied when a plurality of block include triangles
of the triangle range and the blocks may be provided to the TTU 700
for processing in any order. In this example, an alpha hit is
stored in the alpha queue and the traversal continues to identify
if any other alpha hits exist in the triangle range. The alpha
queue is updated with any alpha hit occurring earlier in memory
order. All of the alpha hits are identified within the TTU 700 but
only the alpha hit occurring first in memory order is stored in the
queue. The first alpha hit in memory order is returned to the SM
132 and the triangle range in the stack entry is modified so that
the triangle that was returned to the SM 132 is not returned again.
Upon continuing the traversal, the triangle range in the stack
entry points to other triangles for which a next intersection in
memory order is identified and provided to the SM 132. The process
is repeated until all of the alpha triangles intersecting the ray
are returned to the SM 132. The process may be repeated as long as
a bit is set indicating that there are remaining alphas triangles
in the triangle range to be tested.
The same mechanism is used in the case of intersections of bounding
boxes containing item ranges whose individual intersections are not
hardware-accelerated and thus must be returned to the SM. Item
ranges provide a method of specifying within an acceleration data
structure a group of primitives of a class of geometry which may or
may not be supported by the co-processor which are encoded within a
sequence of blocks of memory.
In the case of multiple alpha triangles intersected in the same
triangle range (i.e., leaf node of the BVH), the IMU returns a
pointer to the first alpha triangle intersected in that range in
memory order. Within a triangle range, all triangles within a
triangle range are guaranteed to be tested if they come after the
starting triangle in memory order. The alpha triangles are then
returned one by one with each subsequent call of the query.
Some implementations may use large buffers in IMU to accumulate a
single opaque triangle and/or multiple alpha triangles before
returning to the SM. Given the nature of opaque triangles, it is
never necessary to accumulate more than one. This further reduces
the number of returns.
Some implementations may use large buffers also to record item
range intersections and continue traversal beyond the first.
The primary difference, and the use of a hardware solution enables
this, is that we can hide those items or triangles which are
provably capable of being hidden without a functional impact on the
resulting scene. Previous implementations done in software need to
inspect all triangles or item ranges that are intersected.
This invention is a key component of the Tree Traversal Unit (TTU)
used for ray tracing in DirectX Raytracing (DXR) and OptiX.TM.. The
reduction in results returned to SM and synchronization steps
between threads greatly improves the overall performance of
traversal.
Example Image Generation Pipeline Including Ray Tracing
The ray tracing and other capabilities described above can be used
in a variety of ways. For example, in addition to being used to
render a scene using ray tracing, they may be implemented in
combination with scan conversion techniques such as in the context
of scan converting geometric building blocks (i.e., polygon
primitives such as triangles) of a 3D model for generating image
for display (e.g., on display 150 illustrated in FIG. 1). FIG. 14
illustrates an example flowchart for processing primitives to
provide image pixel values of an image, in accordance with an
embodiment.
As FIG. 14 shows, an image of a 3D model may be generated in
response to receiving a user input (Step 1652). The user input may
be a request to display an image or image sequence, such as an
input operation performed during interaction with an application
(e.g., a game application). In response to the user input, the
system performs scan conversion and rasterization of 3D model
geometric primitives of a scene using conventional GPU 3D graphics
pipeline (Step 1654). The scan conversion and rasterization of
geometric primitives may include for example processing primitives
of the 3D model to determine image pixel values using conventional
techniques such as lighting, transforms, texture mapping,
rasterization and the like as is well known to those skilled in the
art and discussed below in connection with FIG. 18. The generated
pixel data may be written to a frame buffer.
In step 1656, one or more rays may be traced from one or more
points on the rasterized primitives using TTU hardware
acceleration. The rays may be traced in accordance with the one or
more ray-tracing capabilities disclosed in this application. Based
on the results of the ray tracing, the pixel values stored in the
buffer may be modified (Step 1658). Modifying the pixel values may
in some applications for example improve the image quality by, for
example, applying more realistic reflections and/or shadows. An
image is displayed (Step 1660) using the modified pixel values
stored in the buffer.
In one example, scan conversion and rasterization of geometric
primitives may be implemented using the processing system described
in relation to FIGS. 15-17, 19, 20, 21 and/or 22, and ray tracing
may be implemented by the SM's 132 using the TTU architecture
described in relation to FIG. 9, to add further visualization
features (e.g., specular reflection, shadows, etc.). FIG. 14 is
just a non-limiting example--the SM's 132 could employ the
described TTU by itself without texture processing or other
conventional 3D graphics processing to produce images, or the SM's
could employ texture processing and other conventional 3D graphics
processing without the described TTU to produce images. The SM's
can also implement any desired image generation or other
functionality in software depending on the application to provide
any desired programmable functionality that is not bound to the
hardware acceleration features provided by texture mapping
hardware, tree traversal hardware or other graphics pipeline
hardware.
Example Parallel Processing Architecture Including Ray Tracing
The TTU structure described above can be implemented in, or in
association with, an example non-limiting parallel processing
system architecture such as that described below in relation to
FIGS. 15-22. Such a parallel processing architecture can be used
for example to implement the GPU 130 of FIG. 1.
Example Parallel Processing Architecture
FIG. 15 illustrates an example non-limiting parallel processing
unit (PPU) 1700. In an embodiment, the PPU 1700 is a multi-threaded
processor that is implemented on one or more integrated circuit
devices. The PPU 1700 is a latency hiding architecture designed to
process many threads in parallel. A thread (i.e., a thread of
execution) is an instantiation of a set of instructions configured
to be executed by the PPU 1700. In an embodiment, the PPU 1700 is
configured to implement a graphics rendering pipeline for
processing three-dimensional (3D) graphics data in order to
generate two-dimensional (2D) image data for display on a display
device such as a liquid crystal display (LCD) device, an organic
light emitting diode (OLED) device, a transparent light emitting
diode (TOLED) device, a field emission display (FEDs), a field
sequential display, a projection display, a head mounted display or
any other desired display. In other embodiments, the PPU 1700 may
be utilized for performing general-purpose computations. While one
exemplary parallel processor is provided herein for illustrative
purposes, it should be noted that such processor is set forth for
illustrative purposes only, and that any processor may be employed
to supplement and/or substitute for the same.
For example, one or more PPUs 1700 may be configured to accelerate
thousands of High Performance Computing (HPC), data center, and
machine learning applications. The PPU 1700 may be configured to
accelerate numerous deep learning systems and applications
including autonomous vehicle platforms, deep learning,
high-accuracy speech, image, and text recognition systems,
intelligent video analytics, molecular simulations, drug discovery,
disease diagnosis, weather forecasting, big data analytics,
astronomy, molecular dynamics simulation, financial modeling,
robotics, factory automation, real-time language translation,
online search optimizations, and personalized user recommendations,
and the like.
The PPU 1700 may be included in a desktop computer, a laptop
computer, a tablet computer, servers, supercomputers, a smart-phone
(e.g., a wireless, hand-held device), personal digital assistant
(PDA), a digital camera, a vehicle, a head mounted display, a
hand-held electronic device, and the like. In an embodiment, the
PPU 1700 is embodied on a single semiconductor substrate. In
another embodiment, the PPU 1700 is included in a system-on-a-chip
(SoC) along with one or more other devices such as additional PPUs
1700, the memory 1704, a reduced instruction set computer (RISC)
CPU, a memory management unit (MMU), a digital-to-analog converter
(DAC), and the like.
In an embodiment, the PPU 1700 may be included on a graphics card
that includes one or more memory devices 1704. The graphics card
may be configured to interface with a PCIe slot on a motherboard of
a desktop computer. In yet another embodiment, the PPU 1700 may be
an integrated graphics processing unit (iGPU) or parallel processor
included in the chipset of the motherboard.
As shown in FIG. 15, the PPU 1700 includes an Input/Output (I/O)
unit 1705, a front end unit 1715, a scheduler unit 1720, a work
distribution unit 1725, a hub 1730, a crossbar (Xbar) 1770, one or
more general processing clusters (GPCs) 1750, and one or more
partition units 1780. The PPU 1700 may be connected to a host
processor or other PPUs 1700 via one or more high-speed NVLink 1710
interconnect. The PPU 1700 may be connected to a host processor or
other peripheral devices via an interconnect 1702. The PPU 1700 may
also be connected to a local memory comprising a number of memory
devices 1704. In an embodiment, the local memory may comprise a
number of dynamic random access memory (DRAM) devices. The DRAM
devices may be configured as a high-bandwidth memory (HBM)
subsystem, with multiple DRAM dies stacked within each device.
The NVLink 1710 interconnect enables systems to scale and include
one or more PPUs 1700 combined with one or more CPUs, supports
cache coherence between the PPUs 1700 and CPUs, and CPU mastering.
Data and/or commands may be transmitted by the NVLink 1710 through
the hub 1730 to/from other units of the PPU 1700 such as one or
more copy engines, a video encoder, a video decoder, a power
management unit, etc. (not explicitly shown). The NVLink 1710 is
described in more detail in conjunction with FIG. 21.
The I/O unit 1705 is configured to transmit and receive
communications (i.e., commands, data, etc.) from a host processor
(not shown) over the interconnect 1702. The I/O unit 1705 may
communicate with the host processor directly via the interconnect
1702 or through one or more intermediate devices such as a memory
bridge. In an embodiment, the I/O unit 1705 may communicate with
one or more other processors, such as one or more of the PPUs 1700
via the interconnect 1702. In an embodiment, the I/O unit 1705
implements a Peripheral Component Interconnect Express (PCIe)
interface for communications over a PCIe bus and the interconnect
1702 is a PCIe bus. In alternative embodiments, the I/O unit 1705
may implement other types of well-known interfaces for
communicating with external devices.
The I/O unit 1705 decodes packets received via the interconnect
1702. In an embodiment, the packets represent commands configured
to cause the PPU 1700 to perform various operations. The I/O unit
1705 transmits the decoded commands to various other units of the
PPU 1700 as the commands may specify. For example, some commands
may be transmitted to the front end unit 1715. Other commands may
be transmitted to the hub 1730 or other units of the PPU 1700 such
as one or more copy engines, a video encoder, a video decoder, a
power management unit, etc. (not explicitly shown). In other words,
the I/O unit 1705 is configured to route communications between and
among the various logical units of the PPU 1700.
In an embodiment, a program executed by the host processor encodes
a command stream in a buffer that provides workloads to the PPU
1700 for processing. A workload may comprise several instructions
and data to be processed by those instructions. The buffer is a
region in a memory that is accessible (i.e., read/write) by both
the host processor and the PPU 1700. For example, the I/O unit 1705
may be configured to access the buffer in a system memory connected
to the interconnect 1702 via memory requests transmitted over the
interconnect 1702. In an embodiment, the host processor writes the
command stream to the buffer and then transmits a pointer to the
start of the command stream to the PPU 1700. The front end unit
1715 receives pointers to one or more command streams. The front
end unit 1715 manages the one or more streams, reading commands
from the streams and forwarding commands to the various units of
the PPU 1700.
The front end unit 1715 is coupled to a scheduler unit 1720 that
configures the various GPCs 1750 to process tasks defined by the
one or more streams. The scheduler unit 1720 is configured to track
state information related to the various tasks managed by the
scheduler unit 1720. The state may indicate which GPC 1750 a task
is assigned to, whether the task is active or inactive, a priority
level associated with the task, and so forth. The scheduler unit
1720 manages the execution of a plurality of tasks on the one or
more GPCs 1750.
The scheduler unit 1720 is coupled to a work distribution unit 1725
that is configured to dispatch tasks for execution on the GPCs
1750. The work distribution unit 1725 may track a number of
scheduled tasks received from the scheduler unit 1720. In an
embodiment, the work distribution unit 1725 manages a pending task
pool and an active task pool for each of the GPCs 1750. The pending
task pool may comprise a number of slots (e.g., 32 slots) that
contain tasks assigned to be processed by a particular GPC 1750.
The active task pool may comprise a number of slots (e.g., 4 slots)
for tasks that are actively being processed by the GPCs 1750. As a
GPC 1750 finishes the execution of a task, that task is evicted
from the active task pool for the GPC 1750 and one of the other
tasks from the pending task pool is selected and scheduled for
execution on the GPC 1750. If an active task has been idle on the
GPC 1750, such as while waiting for a data dependency to be
resolved, then the active task may be evicted from the GPC 1750 and
returned to the pending task pool while another task in the pending
task pool is selected and scheduled for execution on the GPC
1750.
The work distribution unit 1725 communicates with the one or more
GPCs 1750 via XBar 1770. The XBar 1770 is an interconnect network
that couples many of the units of the PPU 1700 to other units of
the PPU 1700. For example, the XBar 1770 may be configured to
couple the work distribution unit 1725 to a particular GPC 1750.
Although not shown explicitly, one or more other units of the PPU
1700 may also be connected to the XBar 1770 via the hub 1730.
The tasks are managed by the scheduler unit 1720 and dispatched to
a GPC 1750 by the work distribution unit 1725. The GPC 1750 is
configured to process the task and generate results. The results
may be consumed by other tasks within the GPC 1750, routed to a
different GPC 1750 via the XBar 1770, or stored in the memory 1704.
The results can be written to the memory 1704 via the partition
units 1780, which implement a memory interface for reading and
writing data to/from the memory 1704. The results can be
transmitted to another PPU 1704 or CPU via the NVLink 1710. In an
embodiment, the PPU 1700 includes a number U of partition units
1780 that is equal to the number of separate and distinct memory
devices 1704 coupled to the PPU 1700. A partition unit 1780 will be
described in more detail below in conjunction with FIG. 16.
In an embodiment, a host processor (e.g., processor 120 of FIG. 1)
executes a driver kernel that implements an application programming
interface (API) that enables one or more applications executing on
the host processor to schedule operations for execution on the PPU
1700. In an embodiment, multiple compute applications are
simultaneously executed by the PPU 1700 and the PPU 1700 provides
isolation, quality of service (QoS), and independent address spaces
for the multiple compute applications. An application may generate
instructions (i.e., API calls) that cause the driver kernel to
generate one or more tasks for execution by the PPU 1700. The
driver kernel outputs tasks to one or more streams being processed
by the PPU 1700. Each task may comprise one or more groups of
related threads, referred to herein as a warp. In an embodiment, a
warp comprises 32 related threads that may be executed in parallel.
Cooperating threads may refer to a plurality of threads including
instructions to perform the task and that may exchange data through
shared memory. Threads and cooperating threads are described in
more detail in conjunction with FIG. 19.
Example Memory Partition Unit
The MMU 1890 provides an interface between the GPC 1750 and the
partition unit 1780. The MMU 1890 may provide translation of
virtual addresses into physical addresses, memory protection, and
arbitration of memory requests. In an embodiment, the MMU 1890
provides one or more translation lookaside buffers (TLBs) for
performing translation of virtual addresses into physical addresses
in the memory 1704.
FIG. 16 illustrates a memory partition unit 1780 of the PPU 1700 of
FIG. 15, in accordance with an embodiment. As shown in FIG. 16, the
memory partition unit 1780 includes a Raster Operations (ROP) unit
1850, a level two (L2) cache 1860, and a memory interface 1870. The
memory interface 1870 is coupled to the memory 1704. Memory
interface 1870 may implement 32, 64, 128, 1024-bit data buses, or
the like, for high-speed data transfer. In an embodiment, the PPU
1700 incorporates U memory interfaces 1870, one memory interface
1870 per pair of partition units 1780, where each pair of partition
units 1780 is connected to a corresponding memory device 1704. For
example, PPU 1700 may be connected to up to Y memory devices 1704,
such as high bandwidth memory stacks or graphics double-data-rate,
version 5, synchronous dynamic random access memory, or other types
of persistent storage.
In an embodiment, the memory interface 1870 implements an HBM2
memory interface and Y equals half U. In an embodiment, the HBM2
memory stacks are located on the same physical package as the PPU
1700, providing substantial power and area savings compared with
conventional GDDR5 SDRAM systems. In an embodiment, each HBM2 stack
includes four memory dies and Y equals 4, with HBM2 stack including
two 128-bit channels per die for a total of 8 channels and a data
bus width of 1024 bits.
In an embodiment, the memory 1704 supports Single-Error Correcting
Double-Error Detecting (SECDED) Error Correction Code (ECC) to
protect data. ECC provides higher reliability for compute
applications that are sensitive to data corruption. Reliability is
especially important in large-scale cluster computing environments
where PPUs 1700 process very large datasets and/or run applications
for extended periods.
In an embodiment, the PPU 1700 implements a multi-level memory
hierarchy. In an embodiment, the memory partition unit 1780
supports a unified memory to provide a single unified virtual
address space for CPU and PPU 1700 memory, enabling data sharing
between virtual memory systems. In an embodiment the frequency of
accesses by a PPU 1700 to memory located on other processors is
traced to ensure that memory pages are moved to the physical memory
of the PPU 1700 that is accessing the pages more frequently. In an
embodiment, the NVLink 1710 supports address translation services
allowing the PPU 1700 to directly access a CPU's page tables and
providing full access to CPU memory by the PPU 1700.
In an embodiment, copy engines transfer data between multiple PPUs
1700 or between PPUs 1700 and CPUs. The copy engines can generate
page faults for addresses that are not mapped into the page tables.
The memory partition unit 1780 can then service the page faults,
mapping the addresses into the page table, after which the copy
engine can perform the transfer. In a conventional system, memory
is pinned (i.e., non-pageable) for multiple copy engine operations
between multiple processors, substantially reducing the available
memory. With hardware page faulting, addresses can be passed to the
copy engines without worrying if the memory pages are resident, and
the copy process is transparent.
Data from the memory 1704 or other system memory may be fetched by
the memory partition unit 1780 and stored in the L2 cache 1860,
which is located on-chip and is shared between the various GPCs
1750. As shown, each memory partition unit 1780 includes a portion
of the L2 cache 1860 associated with a corresponding memory device
1704. Lower level caches may then be implemented in various units
within the GPCs 1750. For example, each of the SMs 1840 may
implement a level one (L1) cache. The L1 cache is private memory
that is dedicated to a particular SM 1840. Data from the L2 cache
1860 may be fetched and stored in each of the L1 caches for
processing in the functional units of the SMs 1840. The L2 cache
1860 is coupled to the memory interface 1870 and the XBar 1770.
The ROP unit 1850 performs graphics raster operations related to
pixel color, such as color compression, pixel blending, and the
like. The ROP unit 1850 also implements depth testing in
conjunction with the raster engine 1825, receiving a depth for a
sample location associated with a pixel fragment from the culling
engine of the raster engine 1825. The depth is tested against a
corresponding depth in a depth buffer for a sample location
associated with the fragment. If the fragment passes the depth test
for the sample location, then the ROP unit 1850 updates the depth
buffer and transmits a result of the depth test to the raster
engine 1825. It will be appreciated that the number of partition
units 1780 may be different than the number of GPCs 1750 and,
therefore, each ROP unit 1850 may be coupled to each of the GPCs
1750. The ROP unit 1850 tracks packets received from the different
GPCs 1750 and determines which GPC 1750 that a result generated by
the ROP unit 1850 is routed to through the Xbar 1770. Although the
ROP unit 1850 is included within the memory partition unit 1780 in
FIG. 16, in other embodiment, the ROP unit 1850 may be outside of
the memory partition unit 1780. For example, the ROP unit 1850 may
reside in the GPC 1750 or another unit.
Example General Processing Clusters
FIG. 17 illustrates a GPC 1750 of the PPU 1700 of FIG. 15, in
accordance with an embodiment. As shown in FIG. 17, each GPC 1750
includes a number of hardware units for processing tasks. In an
embodiment, each GPC 1750 includes a pipeline manager 1810, a
pre-raster operations unit (PROP) 1815, a raster engine 1825, a
work distribution crossbar (WDX) 1880, a memory management unit
(MMU) 1890, and one or more Data Processing Clusters (DPCs) 1820.
It will be appreciated that the GPC 1750 of FIG. 17 may include
other hardware units in lieu of or in addition to the units shown
in FIG. 17.
In an embodiment, the operation of the GPC 1750 is controlled by
the pipeline manager 1810. The pipeline manager 1810 manages the
configuration of the one or more DPCs 1820 for processing tasks
allocated to the GPC 1750. In an embodiment, the pipeline manager
1810 may configure at least one of the one or more DPCs 1820 to
implement at least a portion of a graphics rendering pipeline.
Each DPC 1820 included in the GPC 1750 includes an M-Pipe
Controller (MPC) 1830, a primitive engine 1835, one or more SMs
1840, one or more Texture Units 1842, and one or more TTUs 700. The
SM 1840 may be structured similarly to SM 132 described above. The
MPC 1830 controls the operation of the DPC 1820, routing packets
received from the pipeline manager 1810 to the appropriate units in
the DPC 1820. For example, packets associated with a vertex may be
routed to the primitive engine 1835, which is configured to fetch
vertex attributes associated with the vertex from the memory 1704.
In contrast, packets associated with a shader program may be
transmitted to the SM 1840.
When configured for general purpose parallel computation, a simpler
configuration can be used compared with graphics processing.
Specifically, the fixed function graphics processing units shown in
FIG. 15, are bypassed, creating a much simpler programming model.
In the general purpose parallel computation configuration, the work
distribution unit 1725 assigns and distributes blocks of threads
directly to the DPCs 1820. The threads in a block execute the same
program, using a unique thread ID in the calculation to ensure each
thread generates unique results, using the SM 1840 to execute the
program and perform calculations, shared memory/L1 cache 1970 to
communicate between threads, and the LSU 1954 to read and write
global memory through the shared memory/L1 cache 1970 and the
memory partition unit 1780. When configured for general purpose
parallel computation, the SM 1840 can also write commands that the
scheduler unit 1720 can use to launch new work on the DPCs 1820.
The TTU 700 can be used to accelerate spatial queries in the
context of general purpose computation.
Graphics Rendering Pipeline
A DPC 1820 may be configured to execute a vertex shader program on
the programmable streaming multiprocessor (SM) 1840 which may
accelerate certain shading operations with TTU 700. The pipeline
manager 1810 may also be configured to route packets received from
the work distribution unit 1725 to the appropriate logical units
within the GPC 1750. For example, some packets may be routed to
fixed function hardware units in the PROP 1815 and/or raster engine
1825 while other packets may be routed to the DPCs 1820 for
processing by the primitive engine 1835 or the SM 1840. In an
embodiment, the pipeline manager 1810 may configure at least one of
the one or more DPCs 1820 to implement a neural network model
and/or a computing pipeline.
The PROP unit 1815 is configured to route data generated by the
raster engine 1825 and the DPCs 1820 to a Raster Operations (ROP)
unit, described in more detail in conjunction with FIG. 16. The
PROP unit 1815 may also be configured to perform optimizations for
color blending, organize pixel data, perform address translations,
and the like.
The raster engine 1825 includes a number of fixed function hardware
units configured to perform various raster operations. In an
embodiment, the raster engine 1825 includes a setup engine, a
coarse raster engine, a culling engine, a clipping engine, a fine
raster engine, and a tile coalescing engine. The setup engine
receives transformed vertices and generates plane equations
associated with the geometric primitive defined by the vertices.
The plane equations are transmitted to the coarse raster engine to
generate coverage information (e.g., an x,y coverage mask for a
tile) for the primitive. The output of the coarse raster engine is
transmitted to the culling engine where fragments associated with
the primitive that fail a z-test are culled, and non-culled
fragments are transmitted to a clipping engine where fragments
lying outside a viewing frustum are clipped. Those fragments that
survive clipping and culling may be passed to the fine raster
engine to generate attributes for the pixel fragments based on the
plane equations generated by the setup engine. The output of the
raster engine 1825 comprises fragments to be processed, for
example, by a fragment shader implemented within a DPC 1820
In more detail, the PPU 1700 is configured to receive commands that
specify shader programs for processing graphics data. Graphics data
may be defined as a set of primitives such as points, lines,
triangles, quads, triangle strips, and the like. Typically, a
primitive includes data that specifies a number of vertices for the
primitive (e.g., in a model-space coordinate system) as well as
attributes associated with each vertex of the primitive. The PPU
1700 can be configured to process the graphics primitives to
generate a frame buffer (i.e., pixel data for each of the pixels of
the display) using for example TTU 700 as a hardware acceleration
resource.
An application writes model data for a scene (i.e., a collection of
vertices and attributes) to a memory such as a system memory or
memory 1704. The model data defines each of the objects that may be
visible on a display. The model data may also define one or more
BVH's as described above. The application then makes an API call to
the driver kernel that requests the model data to be rendered and
displayed. The driver kernel reads the model data and writes
commands to the one or more streams to perform operations to
process the model data. The commands may reference different shader
programs to be implemented on the SMs 1840 of the PPU 1700
including one or more of a vertex shader, hull shader, domain
shader, geometry shader, a pixel shader, a ray generation shader, a
ray intersection shader, a ray hit shader, and a ray miss shader
(these correspond to the shaders defined by the DirectX Raytracing
(DXR) API, ignoring any distinction between "closest-hit" and
"any-hit" shaders; see
https://devblogs.nvidia.com/introduction-nvidia-rtx-directx-ray-tracing/)-
. For example, one or more of the SMs 1840 may be configured to
execute a vertex shader program that processes a number of vertices
defined by the model data. In an embodiment, the different SMs 1840
may be configured to execute different shader programs
concurrently. For example, a first subset of SMs 1840 may be
configured to execute a vertex shader program while a second subset
of SMs 1840 may be configured to execute a pixel shader program.
The first subset of SMs 1840 processes vertex data to produce
processed vertex data and writes the processed vertex data to the
L2 cache 1860 and/or the memory 1704 (see FIG. 16). After the
processed vertex data is rasterized (i.e., transformed from
three-dimensional data into two-dimensional data in screen space)
to produce fragment data, the second subset of SMs 1840 executes a
pixel shader to produce processed fragment data, which is then
blended with other processed fragment data and written to the frame
buffer in memory 1704. The vertex shader program and pixel shader
program may execute concurrently, processing different data from
the same scene in a pipelined fashion until all of the model data
for the scene has been rendered to the frame buffer. Then, the
contents of the frame buffer are transmitted to a display
controller for display on a display device.
FIG. 18 is a conceptual diagram of a graphics processing pipeline
2000 implemented by the PPU 1700 of FIG. 15. The graphics
processing pipeline 2000 is an abstract flow diagram of the
processing steps implemented to generate 2D computer-generated
images from 3D geometry data. As is well-known, pipeline
architectures may perform long latency operations more efficiently
by splitting up the operation into a plurality of stages, where the
output of each stage is coupled to the input of the next successive
stage. Thus, the graphics processing pipeline 2000 receives input
data 2001 that is transmitted from one stage to the next stage of
the graphics processing pipeline 2000 to generate output data 2002.
In an embodiment, the graphics processing pipeline 2000 may
represent a graphics processing pipeline defined by the OpenGL@
API. As an option, the graphics processing pipeline 2000 may be
implemented in the context of the functionality and architecture of
the previous Figures and/or any subsequent Figure(s). As discussed
above with reference to FIG. 14, the ray tracing may be used to
improve the image quality generated by rasterization of geometric
primitives. In some embodiments, ray tracing operations and TTU
structure disclosed in this application may be applied to one or
more states of the graphics processing pipeline 2000 to improve the
subjective image quality.
As shown in FIG. 18, the graphics processing pipeline 2000
comprises a pipeline architecture that includes a number of stages.
The stages include, but are not limited to, a data assembly stage
2010, a vertex shading stage 2020, a primitive assembly stage 2030,
a geometry shading stage 2040, a viewport scale, cull, and clip
(VSCC) stage 2050, a rasterization stage 2060, a fragment shading
stage 2070, and a raster operations stage 2080. In an embodiment,
the input data 2001 comprises commands that configure the
processing units to implement the stages of the graphics processing
pipeline 2000 and geometric primitives (e.g., points, lines,
triangles, quads, triangle strips or fans, etc.) to be processed by
the stages. The output data 2002 may comprise pixel data (i.e.,
color data) that is copied into a frame buffer or other type of
surface data structure in a memory.
The data assembly stage 2010 receives the input data 2001 that
specifies vertex data for high-order surfaces, primitives, or the
like. The data assembly stage 2010 collects the vertex data in a
temporary storage or queue, such as by receiving a command from the
host processor that includes a pointer to a buffer in memory and
reading the vertex data from the buffer. The vertex data is then
transmitted to the vertex shading stage 2020 for processing.
The vertex shading stage 2020 processes vertex data by performing a
set of operations (i.e., a vertex shader or a program) once for
each of the vertices. Vertices may be, e.g., specified as a
4-coordinate vector (i.e., <x, y, z, w>) associated with one
or more vertex attributes (e.g., color, texture coordinates,
surface normal, etc.). The vertex shading stage 2020 may manipulate
individual vertex attributes such as position, color, texture
coordinates, and the like. In other words, the vertex shading stage
2020 performs operations on the vertex coordinates or other vertex
attributes associated with a vertex. Such operations commonly
including lighting operations (i.e., modifying color attributes for
a vertex) and transformation operations (i.e., modifying the
coordinate space for a vertex). For example, vertices may be
specified using coordinates in an object-coordinate space, which
are transformed by multiplying the coordinates by a matrix that
translates the coordinates from the object-coordinate space into a
world space or a normalized-device-coordinate (NCD) space. The
vertex shading stage 2020 generates transformed vertex data that is
transmitted to the primitive assembly stage 2030.
The primitive assembly stage 2030 collects vertices output by the
vertex shading stage 2020 and groups the vertices into geometric
primitives for processing by the geometry shading stage 2040. For
example, the primitive assembly stage 2030 may be configured to
group every three consecutive vertices as a geometric primitive
(i.e., a triangle) for transmission to the geometry shading stage
2040. In some embodiments, specific vertices may be reused for
consecutive geometric primitives (e.g., two consecutive triangles
in a triangle strip may share two vertices). The primitive assembly
stage 2030 transmits geometric primitives (i.e., a collection of
associated vertices) to the geometry shading stage 2040.
The geometry shading stage 2040 processes geometric primitives by
performing a set of operations (i.e., a geometry shader or program)
on the geometric primitives. Tessellation operations may generate
one or more geometric primitives from each geometric primitive. In
other words, the geometry shading stage 2040 may subdivide each
geometric primitive into a finer mesh of two or more geometric
primitives for processing by the rest of the graphics processing
pipeline 2000. The geometry shading stage 2040 transmits geometric
primitives to the viewport SCC stage 2050.
In an embodiment, the graphics processing pipeline 2000 may operate
within a streaming multiprocessor and the vertex shading stage
2020, the primitive assembly stage 2030, the geometry shading stage
2040, the fragment shading stage 2070, a ray tracing shader, and/or
hardware/software associated therewith, may sequentially perform
processing operations. Once the sequential processing operations
are complete, in an embodiment, the viewport SCC stage 2050 may
utilize the data. In an embodiment, primitive data processed by one
or more of the stages in the graphics processing pipeline 2000 may
be written to a cache (e.g. L1 cache, a vertex cache, etc.). In
this case, in an embodiment, the viewport SCC stage 2050 may access
the data in the cache. In an embodiment, the viewport SCC stage
2050 and the rasterization stage 2060 are implemented as fixed
function circuitry.
The viewport SCC stage 2050 performs viewport scaling, culling, and
clipping of the geometric primitives. Each surface being rendered
to is associated with an abstract camera position. The camera
position represents a location of a viewer looking at the scene and
defines a viewing frustum that encloses the objects of the scene.
The viewing frustum may include a viewing plane, a rear plane, and
four clipping planes. Any geometric primitive entirely outside of
the viewing frustum may be culled (i.e., discarded) because the
geometric primitive will not contribute to the final rendered
scene. Any geometric primitive that is partially inside the viewing
frustum and partially outside the viewing frustum may be clipped
(i.e., transformed into a new geometric primitive that is enclosed
within the viewing frustum. Furthermore, geometric primitives may
each be scaled based on a depth of the viewing frustum. All
potentially visible geometric primitives are then transmitted to
the rasterization stage 2060.
The rasterization stage 2060 converts the 3D geometric primitives
into 2D fragments (e.g. capable of being utilized for display,
etc.). The rasterization stage 2060 may be configured to utilize
the vertices of the geometric primitives to setup a set of plane
equations from which various attributes can be interpolated. The
rasterization stage 2060 may also compute a coverage mask for a
plurality of pixels that indicates whether one or more sample
locations for the pixel intercept the geometric primitive. In an
embodiment, z-testing may also be performed to determine if the
geometric primitive is occluded by other geometric primitives that
have already been rasterized. The rasterization stage 2060
generates fragment data (i.e., interpolated vertex attributes
associated with a particular sample location for each covered
pixel) that are transmitted to the fragment shading stage 2070.
The fragment shading stage 2070 processes fragment data by
performing a set of operations (i.e., a fragment shader or a
program) on each of the fragments. The fragment shading stage 2070
may generate pixel data (i.e., color values) for the fragment such
as by performing lighting operations or sampling texture maps using
interpolated texture coordinates for the fragment. The fragment
shading stage 2070 generates pixel data that is transmitted to the
raster operations stage 2080.
The raster operations stage 2080 may perform various operations on
the pixel data such as performing alpha tests, stencil tests, and
blending the pixel data with other pixel data corresponding to
other fragments associated with the pixel. When the raster
operations stage 2080 has finished processing the pixel data (i.e.,
the output data 2002), the pixel data may be written to a render
target such as a frame buffer, a color buffer, or the like.
It will be appreciated that one or more additional stages may be
included in the graphics processing pipeline 2000 in addition to or
in lieu of one or more of the stages described above. Various
implementations of the abstract graphics processing pipeline may
implement different stages. Furthermore, one or more of the stages
described above may be excluded from the graphics processing
pipeline in some embodiments (such as the geometry shading stage
2040). Other types of graphics processing pipelines are
contemplated as being within the scope of the present disclosure.
Furthermore, any of the stages of the graphics processing pipeline
2000 may be implemented by one or more dedicated hardware units
within a graphics processor such as PPU 200. Other stages of the
graphics processing pipeline 2000 may be implemented by
programmable hardware units such as the SM 1840 of the PPU
1700.
The graphics processing pipeline 2000 may be implemented via an
application executed by a host processor, such as a CPU 120. In an
embodiment, a device driver may implement an application
programming interface (API) that defines various functions that can
be utilized by an application in order to generate graphical data
for display. The device driver is a software program that includes
a plurality of instructions that control the operation of the PPU
1700. The API provides an abstraction for a programmer that lets a
programmer utilize specialized graphics hardware, such as the PPU
1700, to generate the graphical data without requiring the
programmer to utilize the specific instruction set for the PPU
1700. The application may include an API call that is routed to the
device driver for the PPU 1700. The device driver interprets the
API call and performs various operations to respond to the API
call. In some instances, the device driver may perform operations
by executing instructions on the CPU. In other instances, the
device driver may perform operations, at least in part, by
launching operations on the PPU 1700 utilizing an input/output
interface between the CPU and the PPU 1700. In an embodiment, the
device driver is configured to implement the graphics processing
pipeline 2000 utilizing the hardware of the PPU 1700.
Various programs may be executed within the PPU 1700 in order to
implement the various stages of the graphics processing pipeline
2000. For example, the device driver may launch a kernel on the PPU
1700 to perform the vertex shading stage 2020 on one SM 1840 (or
multiple SMs 1840). The device driver (or the initial kernel
executed by the PPU 1800) may also launch other kernels on the PPU
1800 to perform other stages of the graphics processing pipeline
2000, such as the geometry shading stage 2040 and the fragment
shading stage 2070. In addition, some of the stages of the graphics
processing pipeline 2000 may be implemented on fixed unit hardware
such as a rasterizer or a data assembler implemented within the PPU
1800. It will be appreciated that results from one kernel may be
processed by one or more intervening fixed function hardware units
before being processed by a subsequent kernel on an SM 1840.
Example Streaming Multiprocessor
The SM 1840 comprises a programmable streaming processor that is
configured to process tasks represented by a number of threads.
Each SM 1840 is multi-threaded and configured to execute a
plurality of threads (e.g., 32 threads comprising a warp) from a
particular group of threads concurrently. In an embodiment, the SM
1840 implements a SIMD (Single-Instruction, Multiple-Data)
architecture where each thread in a group of threads (i.e., a warp)
is configured to process a different set of data based on the same
set of instructions. All threads in the group of threads execute
the same instructions. In another embodiment, the SM 1840
implements a SIMT (Single-Instruction, Multiple Thread)
architecture where each thread in a group of threads is configured
to process a different set of data based on the same set of
instructions, but where individual threads in the group of threads
are allowed to diverge during execution. In an embodiment, a
program counter, call stack, and execution state is maintained for
each warp, enabling concurrency between warps and serial execution
within warps when threads within the warp diverge. In another
embodiment, a program counter, call stack, and execution state is
maintained for each individual thread, enabling equal concurrency
between all threads, within and between warps. When execution state
is maintained for each individual thread, threads executing the
same instructions may be converged and executed in parallel for
maximum efficiency.
FIG. 19 illustrates the streaming multi-processor 1840 of FIG. 17,
in accordance with an embodiment. As shown in FIG. 19, the SM 1840
includes an instruction cache 1905, one or more scheduler units
1910, a register file 1920, one or more processing cores 1950, one
or more special function units (SFUs) 1952, one or more load/store
units (LSUs) 1954, an interconnect network 1980, a shared memory/L1
cache 1970.
As described above, the work distribution unit 1725 dispatches
tasks for execution on the GPCs 1750 of the PPU 1700. The tasks are
allocated to a particular DPC 1820 within a GPC 1750 and, if the
task is associated with a shader program, the task may be allocated
to an SM 1840. The scheduler unit 1910 receives the tasks from the
work distribution unit 1725 and manages instruction scheduling for
one or more thread blocks assigned to the SM 1840. The scheduler
unit 1910 schedules thread blocks for execution as warps of
parallel threads, where each thread block is allocated at least one
warp. In an embodiment, each warp executes 32 threads. The
scheduler unit 1910 may manage a plurality of different thread
blocks, allocating the warps to the different thread blocks and
then dispatching instructions from the plurality of different
cooperative groups to the various functional units (i.e., cores
1950, SFUs 1952, and LSUs 1954) during each clock cycle.
Cooperative Groups is a programming model for organizing groups of
communicating threads that allows developers to express the
granularity at which threads are communicating, enabling the
expression of richer, more efficient parallel decompositions.
Cooperative launch APIs support synchronization amongst thread
blocks for the execution of parallel algorithms. Conventional
programming models provide a single, simple construct for
synchronizing cooperating threads: a barrier across all threads of
a thread block (i.e., the syncthreads( ) function). However,
programmers would often like to define groups of threads at smaller
than thread block granularities and synchronize within the defined
groups to enable greater performance, design flexibility, and
software reuse in the form of collective group-wide function
interfaces.
Cooperative Groups enables programmers to define groups of threads
explicitly at sub-block (i.e., as small as a single thread) and
multi-block granularities, and to perform collective operations
such as synchronization on the threads in a cooperative group. The
programming model supports clean composition across software
boundaries, so that libraries and utility functions can synchronize
safely within their local context without having to make
assumptions about convergence. Cooperative Groups primitives enable
new patterns of cooperative parallelism, including
producer-consumer parallelism, opportunistic parallelism, and
global synchronization across an entire grid of thread blocks.
A dispatch unit 1915 is configured to transmit instructions to one
or more of the functional units. In the embodiment, the scheduler
unit 1910 includes two dispatch units 1915 that enable two
different instructions from the same warp to be dispatched during
each clock cycle. In alternative embodiments, each scheduler unit
1910 may include a single dispatch unit 1915 or additional dispatch
units 1915.
Each SM 1840 includes a register file 1920 that provides a set of
registers for the functional units of the SM 1840. In an
embodiment, the register file 1920 is divided between each of the
functional units such that each functional unit is allocated a
dedicated portion of the register file 1920. In another embodiment,
the register file 1920 is divided between the different warps being
executed by the SM 1840. The register file 1920 provides temporary
storage for operands connected to the data paths of the functional
units. FIG. 20 illustrates an example configuration of the
registers files in the SM 1840.
Each SM 1840 comprises L processing cores 1950. In an embodiment,
the SM 1840 includes a large number (e.g., 128, etc.) of distinct
processing cores 1950. Each core 1950 may include a
fully-pipelined, single-precision, double-precision, and/or mixed
precision processing unit that includes a floating point arithmetic
logic unit and an integer arithmetic logic unit. In an embodiment,
the floating point arithmetic logic units implement the IEEE
754-2008 standard for floating point arithmetic. In an embodiment,
the cores 1950 include 64 single-precision (32-bit) floating point
cores, 64 integer cores, 32 double-precision (64-bit) floating
point cores, and 8 tensor cores.
Tensor cores are configured to perform matrix operations, and, in
an embodiment, one or more tensor cores are included in the cores
1950. In particular, the tensor cores are configured to perform
deep learning matrix arithmetic, such as convolution operations for
neural network training and inferencing. In an embodiment, each
tensor core operates on a 4.times.4 matrix and performs a matrix
multiply and accumulate operation D=A.times.B+C, where A, B, C, and
D are 4.times.4 matrices.
In an embodiment, the matrix multiply inputs A and B are 16-bit
floating point matrices, while the accumulation matrices C and D
may be 16-bit floating point or 32-bit floating point matrices.
Tensor Cores operate on 16-bit floating point input data with
32-bit floating point accumulation. The 16-bit floating point
multiply requires 64 operations and results in a full precision
product that is then accumulated using 32-bit floating point
addition with the other intermediate products for a
4.times.4.times.4 matrix multiply. In practice, Tensor Cores are
used to perform much larger two-dimensional or higher dimensional
matrix operations, built up from these smaller elements. An API,
such as CUDA 9 C++ API, exposes specialized matrix load, matrix
multiply and accumulate, and matrix store operations to efficiently
use Tensor Cores from a CUDA-C++ program. At the CUDA level, the
warp-level interface assumes 16.times.16 size matrices spanning all
32 threads of the warp.
Each SM 1840 also comprises M SFUs 1952 that perform special
functions (e.g., attribute evaluation, reciprocal square root, and
the like). In an embodiment, the SFUs 1952 may include a tree
traversal unit configured to traverse a hierarchical tree data
structure. In an embodiment, the SFUs 1952 may include texture unit
configured to perform texture map filtering operations. In an
embodiment, the texture units are configured to load texture maps
(e.g., a 2D array of texels) from the memory 1704 and sample the
texture maps to produce sampled texture values for use in shader
programs executed by the SM 1840. In an embodiment, the texture
maps are stored in the shared memory/L1 cache 1970. The texture
units implement texture operations such as filtering operations
using mip-maps (i.e., texture maps of varying levels of detail). In
an embodiment, each SM 1740 includes two texture units.
Each SM 1840 also comprises N LSUs 1954 that implement load and
store operations between the shared memory/L1 cache 1970 and the
register file 1920. Each SM 1840 includes an interconnect network
1980 that connects each of the functional units to the register
file 1920 and the LSU 1954 to the register file 1920, shared
memory/L1 cache 1970. In an embodiment, the interconnect network
1980 is a crossbar that can be configured to connect any of the
functional units to any of the registers in the register file 1920
and connect the LSUs 1954 to the register file and memory locations
in shared memory/L1 cache 1970.
The shared memory/L1 cache 1970 is an array of on-chip memory that
allows for data storage and communication between the SM 1840 and
the primitive engine 1835 and between threads in the SM 1840. In an
embodiment, the shared memory/L1 cache 1970 comprises 128 KB of
storage capacity and is in the path from the SM 1840 to the
partition unit 1780. The shared memory/L1 cache 1970 can be used to
cache reads and writes. One or more of the shared memory/L1 cache
1970, L2 cache 1860, and memory 1704 are backing stores.
Combining data cache and shared memory functionality into a single
memory block provides the best overall performance for both types
of memory accesses. The capacity is usable as a cache by programs
that do not use shared memory. For example, if shared memory is
configured to use half of the capacity, texture and load/store
operations can use the remaining capacity. Integration within the
shared memory/L1 cache 1970 enables the shared memory/L1 cache 1970
to function as a high-throughput conduit for streaming data while
simultaneously providing high-bandwidth and low-latency access to
frequently reused data.
FIG. 20 illustrates one example architecture for the SM 1840. As
illustrated in FIG. 17, the SM 1840 may be coupled to one or more
Texture Unit 1842 and/or one or more TTUs 700. As a compromise
between performance and area, one example non-limiting embodiment
may include a single Texture Unit 1842 and/or a single TTU 700 per
groups of SMs 1840 (e.g., See FIG. 17). The TTU 700 may communicate
with the SMs 1840 via a TTU input/output block in memory
input-output and with a L1 cache via a dedicated read interface. In
one example embodiment, the TTU 700 only reads from the main memory
and does not write to the main memory.
Example More Detailed TTU Architecture
As discussed above, the TTU 700 may be a coprocessor to the SM
1840. Like a texture processor, it is exposed via a set of SM
instructions, accesses memory as a read-only client of the L1
cache, and returns results into the SM register file. Unlike some
texture processors, the amount of data that may need to be passed
into and out of the TTU 700 for a typical query makes it difficult
in some embodiments to specify all the source and destination
registers in a single instruction (and because most of this data is
unique per-thread, there is no TTU analogue of texture headers and
samplers). As a consequence, the TTU 700 in some embodiments is
programmed via a multi-instruction sequence. This sequence can be
conceptualized as a single "macro-instruction" in some
implementations.
Also like a Texture Units 1842, the TTU 700 in some implementations
may rely on certain read-only data structures in memory that are
prepopulated by software. These include: One or more BVHs, where
each BVH is for example a tree of axis-aligned bounding boxes,
stored in a compressed format that greatly reduces memory traffic
compared to an uncompressed representation. Each node in the BVH is
stored as a complet structure, with size and alignment in some
implementations matched to that of an L1 cache line. Child complets
of a given parent are preferably stored contiguously in memory and
child pointers are stored in compressed form. Zero or more instance
nodes, which provide a way to connect a leaf of one BVH to the root
of another. An instance node may be a data structure that is also
aligned. This structure may contain a pointer to the sub-BVH, flags
that affect back-face culling behavior in the sub-BVH, and a matrix
that corresponds to the first three rows of an arbitrary
transformation matrix (in homogeneous coordinates) from the
coordinate system of the top-level BVH (commonly "world space") to
that of the sub-BVH (commonly "object space"). The final row of the
matrix in some embodiments is in some implementations implicitly
(0, 0, 0, 1). Zero or more triangle or other primitive buffers,
containing for example triangles stored either as a triplet of
coordinates per vertex or in a lossless compressed format
understood by the TTU 700. In addition, an alpha bit may be
provided per triangle or other primitive, indicating triangles that
require special handling by software to determine whether the
triangle is actually intersected by a given ray. Triangle buffers
can be organized into blocks. There may also be a per-triangle
force-no-cull function bit. When set, that bit indicates that both
sides of the triangle should be treated as front-facing or
back-facing with respect to culling, i.e., the triangle should not
be culled because the ray intersects the "back" instead of the
"front". The simplest use case for this is a single triangle used
to represent a leaf, where we can still see the leaf if the ray
hits it on the back surface.
The TTU 700 in some embodiments is stateless, meaning that no
architectural state is maintained in the TTU between queries. At
the same time, it is often useful for software running on the SM
1840 to request continuation of a previous query, which implies
that relevant state should be written to registers by the TTU 700
and then passed back to the TTU in registers (often in-place) to
continue. This state may take the form of a traversal stack that
tracks progress in the traversal of the BVH.
A small number of stack initializers may also be provided for
beginning a new query of a given type, for example: Traversal
starting from a complet Intersection of a ray with a range of
triangles Intersection of a ray with a range of triangles, followed
by traversal starting from a complet Vertex fetch from a triangle
buffer for a given triangle Optional support for instance
transforms in front of the "traversal starting from a complet" and
"intersection of a ray with a range of triangles".
Vertex fetch is a simple query that may be specified with request
data that consists of a stack initializer and nothing else. Other
query types may require the specification of a ray or beam, along
with the stack or stack initializer and various ray flags
describing details of the query. A ray is given by its
three-coordinate origin, three-coordinate direction, and minimum
and maximum values for the t-parameter along the ray. A beam is
additionally given by a second origin and direction.
Various ray flags can be used to control various aspects of
traversal behavior, back-face culling, and handling of the various
child node types, subject to a pass/fail status of an optional
rayOp test. RayOps add considerable flexibility to the capabilities
of the TTU. In some example embodiments, the RayOps portion
introduces two Ray Flag versions can be dynamically selected based
on a specified operation on data conveyed with the ray and data
stored in the complet. To explore such flags, it's first helpful to
understand the different types of child nodes allowed within a BVH,
as well as the various hit types that the TTU 700 can return to the
SM. Example node types are: A child complet (i.e., an internal
node) By default, the TTU 700 continues traversal by descending
into child complets. A triangle range, corresponding to a
contiguous set of triangles within a triangle buffer (1) By
default, triangle ranges encountered by a ray are handled natively
by the TTU 700 by testing the triangles for intersection and
shortening the ray accordingly. If traversal completes and a
triangle was hit, default behavior is for the triangle ID to be
returned to SM 1840, along with the t-value and barycentric
coordinates of the intersection. This is the "Triangle" hit type.
(2) By default, intersected triangles with the alpha bit set are
returned to SM 1840 even if traversal has not completed. The
returned traversal stack contains the state required to continue
traversal if software determines that the triangle was in fact
transparent. (3) Triangle intersection in some embodiments is not
supported for beams, so encountered triangle ranges are by default
returned to SM 1840 as a "TriRange" hit type, which includes a
pointer to the first triangle block overlapping the range,
parameters specifying the range, and the t-value of the
intersection with the leaf bounding box. An item range, consisting
of an index (derived from a user-provided "item range base" stored
in the complet) and a count of items.
By default, item ranges are returned to SM 1840 as an "ItemRange"
hit type, consisting of for example an index, a count, and the
t-value of the intersection with the leaf bounding box.
An instance node.
The TTU 700 in some embodiments can handle one level of instancing
natively by transforming the ray into the coordinate system of the
instance BVH. Additional levels of instancing (or every other level
of instancing, depending on strategy) may be handled in software.
The "InstanceNode" hit type is provided for this purpose,
consisting of a pointer to the instance node and the tvalue of the
intersection with the leaf bounding box. In other implementations,
the hardware can handle two, three or more levels of
instancing.
In addition to the node-specific hit types, a generic "NodeRef" hit
type is provided that consists of a pointer to the parent complet
itself, as well as an ID indicating which child was intersected and
the t-value of the intersection with the bounding box of that
child.
An "Error" hit type may be provided for cases where the query or
BVH was improperly formed or if traversal encountered issues during
traversal.
A "None" hit type may be provided for the case where the ray or
beam misses all geometry in the scene.
How the TTU handles each of the four possible node types is
determined by a set of node-specific mode flags set as part of the
query for a given ray. The "default" behavior mentioned above
corresponds to the case where the mode flags are set to all
zeroes.
Alternative values for the flags allow for culling all nodes of a
given type, returning nodes of a given type to SM as a NodeRef hit
type, or returning triangle ranges or instance nodes to SM using
their corresponding hit types, rather than processing them natively
within the TTU 700.
Additional mode flags may be provided for control handling of alpha
triangles.
Exemplary Computing System
Systems with multiple GPUs and CPUs are used in a variety of
industries as developers expose and leverage more parallelism in
applications such as artificial intelligence computing.
High-performance GPU-accelerated systems with tens to many
thousands of compute nodes are deployed in data centers, research
facilities, and supercomputers to solve ever larger problems. As
the number of processing devices within the high-performance
systems increases, the communication and data transfer mechanisms
need to scale to support the increased data transmission between
the processing devices.
FIG. 21 is a conceptual diagram of a processing system 1900
implemented using the PPU 1700 of FIG. 15, in accordance with an
embodiment. The exemplary system 1900 may be configured to
implement one or more methods disclosed in this application. The
processing system 1900 includes a CPU 1930, switch 1912, and
multiple PPUs 1700 each and respective memories 1704. The NVLink
1710 provides high-speed communication links between each of the
PPUs 1700. Although a particular number of NVLink 1710 and
interconnect 1702 connections are illustrated in FIG. 21, the
number of connections to each PPU 1700 and the CPU 1930 may vary.
The switch 1912 interfaces between the interconnect 1702 and the
CPU 1930. The PPUs 1700, memories 1704, and NVLinks 1710 may be
situated on a single semiconductor platform to form a parallel
processing module 1925. In an embodiment, the switch 1912 supports
two or more protocols to interface between various different
connections and/or links.
In another embodiment (not shown), the NVLink 1710 provides one or
more high-speed communication links between each of the PPUs 1700
and the CPU 1930 and the switch 1912 interfaces between the
interconnect 1702 and each of the PPUs 1700. The PPUs 1700,
memories 1704, and interconnect 1702 may be situated on a single
semiconductor platform to form a parallel processing module 1925.
In yet another embodiment (not shown), the interconnect 1702
provides one or more communication links between each of the PPUs
1700 and the CPU 1930 and the switch 1912 interfaces between each
of the PPUs 1700 using the NVLink 1710 to provide one or more
high-speed communication links between the PPUs 1700. In another
embodiment (not shown), the NVLink 1710 provides one or more
high-speed communication links between the PPUs 1700 and the CPU
1930 through the switch 1912. In yet another embodiment (not
shown), the interconnect 1702 provides one or more communication
links between each of the PPUs 1700 directly. One or more of the
NVLink 1710 high-speed communication links may be implemented as a
physical NVLink interconnect or either an on-chip or on-die
interconnect using the same protocol as the NVLink 1710.
In the context of the present description, a single semiconductor
platform may refer to a sole unitary semiconductor-based integrated
circuit fabricated on a die or chip. It should be noted that the
term single semiconductor platform may also refer to multi-chip
modules with increased connectivity which simulate on-chip
operation and make substantial improvements over utilizing a
conventional bus implementation. Of course, the various circuits or
devices may also be situated separately or in various combinations
of semiconductor platforms per the desires of the user.
Alternately, the parallel processing module 1925 may be implemented
as a circuit board substrate and each of the PPUs 1700 and/or
memories 1704 may be packaged devices. In an embodiment, the CPU
1930, switch 1912, and the parallel processing module 1925 are
situated on a single semiconductor platform.
In an embodiment, the signaling rate of each NVLink 1710 is 20 to
25 Gigabits/second and each PPU 1700 includes six NVLink 1710
interfaces (as shown in FIG. 21, five NVLink 1710 interfaces are
included for each PPU 1700). Each NVLink 1710 provides a data
transfer rate of 25 Gigabytes/second in each direction, with six
links providing 1700 Gigabytes/second. The NVLinks 1710 can be used
exclusively for PPU-to-PPU communication as shown in FIG. 21, or
some combination of PPU-to-PPU and PPU-to-CPU, when the CPU 1930
also includes one or more NVLink 1710 interfaces.
In an embodiment, the NVLink 1710 allows direct load/store/atomic
access from the CPU 1930 to each PPU's 1700 memory 1704. In an
embodiment, the NVLink 1710 supports coherency operations, allowing
data read from the memories 1704 to be stored in the cache
hierarchy of the CPU 1930, reducing cache access latency for the
CPU 1930. In an embodiment, the NVLink 1710 includes support for
Address Translation Services (ATS), allowing the PPU 1700 to
directly access page tables within the CPU 1930. One or more of the
NVLinks 1710 may also be configured to operate in a low-power
mode.
FIG. 22 illustrates an exemplary system 1965 in which the various
architecture and/or functionality of the various previous
embodiments may be implemented. The exemplary system 1965 may be
configured to implement one or more methods disclosed in this
application.
As shown, a system 1965 is provided including at least one central
processing unit 1930 that is connected to a communication bus 1975.
The communication bus 1975 may be implemented using any suitable
protocol, such as PCI (Peripheral Component Interconnect),
PCI-Express, AGP (Accelerated Graphics Port), HyperTransport, or
any other bus or point-to-point communication protocol(s). The
system 1965 also includes a main memory 1940. Control logic
(software) and data are stored in the main memory 1940 which may
take the form of random access memory (RAM).
The system 1965 also includes input devices 1960, the parallel
processing system 1925, and display devices 1945, i.e. a
conventional CRT (cathode ray tube), LCD (liquid crystal display),
LED (light emitting diode), plasma display or the like. User input
may be received from the input devices 1960, e.g., keyboard, mouse,
touchpad, microphone, and the like. Each of the foregoing modules
and/or devices may even be situated on a single semiconductor
platform to form the system 1965. Alternately, the various modules
may also be situated separately or in various combinations of
semiconductor platforms per the desires of the user.
Further, the system 1965 may be coupled to a network (e.g., a
telecommunications network, local area network (LAN), wireless
network, wide area network (WAN) such as the Internet, peer-to-peer
network, cable network, or the like) through a network interface
1935 for communication purposes.
The system 1965 may also include a secondary storage (not shown).
The secondary storage includes, for example, a hard disk drive
and/or a removable storage drive, representing a floppy disk drive,
a magnetic tape drive, a compact disk drive, digital versatile disk
(DVD) drive, recording device, universal serial bus (USB) flash
memory. The removable storage drive reads from and/or writes to a
removable storage unit in a well-known manner.
Computer programs, or computer control logic algorithms, may be
stored in the main memory 1940 and/or the secondary storage. Such
computer programs, when executed, enable the system 1965 to perform
various functions. The memory 1940, the storage, and/or any other
storage are possible examples of computer-readable media.
The architecture and/or functionality of the various previous
figures may be implemented in the context of a general computer
system, a circuit board system, a game console system dedicated for
entertainment purposes, an application-specific system, and/or any
other desired system. For example, the system 1965 may take the
form of a desktop computer, a laptop computer, a tablet computer,
servers, supercomputers, a smart-phone (e.g., a wireless, hand-held
device), personal digital assistant (PDA), a digital camera, a
vehicle, a head mounted display, a hand-held electronic device, a
mobile phone device, a television, workstation, game consoles,
embedded system, and/or any other type of logic.
Machine Learning
Deep neural networks (DNNs) developed on processors, such as the
PPU 1700 have been used for diverse use cases, from self-driving
cars to faster drug development, from automatic image captioning in
online image databases to smart real-time language translation in
video chat applications. Deep learning is a technique that models
the neural learning process of the human brain, continually
learning, continually getting smarter, and delivering more accurate
results more quickly over time. A child is initially taught by an
adult to correctly identify and classify various shapes, eventually
being able to identify shapes without any coaching. Similarly, a
deep learning or neural learning system needs to be trained in
object recognition and classification for it get smarter and more
efficient at identifying basic objects, occluded objects, etc.,
while also assigning context to objects.
At the simplest level, neurons in the human brain look at various
inputs that are received, importance levels are assigned to each of
these inputs, and output is passed on to other neurons to act upon.
An artificial neuron or perceptron is the most basic model of a
neural network. In one example, a perceptron may receive one or
more inputs that represent various features of an object that the
perceptron is being trained to recognize and classify, and each of
these features is assigned a certain weight based on the importance
of that feature in defining the shape of an object.
A deep neural network (DNN) model includes multiple layers of many
connected perceptrons (e.g., nodes) that can be trained with
enormous amounts of input data to quickly solve complex problems
with high accuracy. In one example, a first layer of the DLL model
breaks down an input image of an automobile into various sections
and looks for basic patterns such as lines and angles. The second
layer assembles the lines to look for higher level patterns such as
wheels, windshields, and mirrors. The next layer identifies the
type of vehicle, and the final few layers generate a label for the
input image, identifying the model of a specific automobile
brand.
Once the DNN is trained, the DNN can be deployed and used to
identify and classify objects or patterns in a process known as
inference. Examples of inference (the process through which a DNN
extracts useful information from a given input) include identifying
handwritten numbers on checks deposited into ATM machines,
identifying images of friends in photos, delivering movie
recommendations to over fifty million users, identifying and
classifying different types of automobiles, pedestrians, and road
hazards in driverless cars, or translating human speech in
real-time.
During training, data flows through the DNN in a forward
propagation phase until a prediction is produced that indicates a
label corresponding to the input. If the neural network does not
correctly label the input, then errors between the correct label
and the predicted label are analyzed, and the weights are adjusted
for each feature during a backward propagation phase until the DNN
correctly labels the input and other inputs in a training dataset.
Training complex neural networks requires massive amounts of
parallel computing performance, including floating-point
multiplications and additions that are supported by the PPU 1700.
Inferencing is less compute-intensive than training, being a
latency-sensitive process where a trained neural network is applied
to new inputs it has not seen before to classify images, translate
speech, and generally infer new information.
Neural networks rely heavily on matrix math operations, and complex
multi-layered networks require tremendous amounts of floating-point
performance and bandwidth for both efficiency and speed. With
thousands of processing cores, optimized for matrix math
operations, and delivering tens to hundreds of TFLOPS of
performance, the PPU 1700 is a computing platform capable of
delivering performance required for deep neural network-based
artificial intelligence and machine learning applications.
All patents & publications cited above are incorporated by
reference as if expressly set forth.
While the invention has been described in connection with what is
presently considered to be the most practical and preferred
embodiments, it is to be understood that the invention is not to be
limited to the disclosed embodiments, but on the contrary, is
intended to cover various modifications and equivalent arrangements
included within the spirit and scope of the appended claims.
* * * * *
References